catalogue

Transcription

catalogue
CIP - Kataložni zapis o publikaciji
Narodna in univerzitetna knjižnica, Ljubljana
7.01:004.946(082)
7.038.53:004
MEDNARODNI festival računalniških umetnosti (11 ; 2005 ; Maribor
etc.)
[Enajsti]
11. mednarodni festival računalniških umetnosti, Maribor,
Ljubljana, Koper Gradec, Zagreb, 10.-13. 5. 2005 = 11th
International Computer Arts Festival, [Maribor, Ljubljana, Koper
(Slovenia), Graz (Austria), Zagreb (Croatia), May 2005] / [uredili
Narvika Bovcon, Aleš Vaupotič ; prevodi Doris Batelič, Narvika
Bovcon, Aleš Vaupotič]. - Ljubljana : ArtNetLab - društvo za
povezovanje umetnosti in znanosti ; Maribor : Mladinski kulturni
center, 2005
ISBN 961-6154-07-9 (MKC)
1. Bovcon, Narvika
220041984
11. mednarodni festival računalniških umetnosti, Maribor, Ljubljana, Koper, Gradec, Zagreb, 10. - 13. 5. 2005/11th International Festival of Computer Arts, Maribor, Ljubljana, Koper (Slovenia), Graz (Austria), Zagreb
(Croatia), May 2005. http://mfru.si http://ifca.si http://mfru.org Kustosi/Curators: Peter Weibel, Srečo Dragan, Narvika Bovcon, Aleš Vaupotič, Miloš Bašin, Jože Slaček. Besedila/Texts: Peter Weibel, Andruid Kerne
et al., Claudia Seidel, Narvika Bovcon, Aleš Vaupotič. Uredila/Edited by: Narvika Bovcon, Aleš Vaupotič. Založila/Published by: ArtNetLab Društvo za povezovanje umetnosti in znanosti, Mladinski kulturni center
Maribor. ArtNetLab Društvo za povezovanje umetnosti in znanosti/ArtNetLab Society for Connecting Art and Science, Trubarjeva 76a, 1000 Ljubljana. tel. ++ 386 41 950 010 [email protected]
http://black.fri.uni-lj.si/ MKC Maribor/Youth Cultural Centre (MKC) Maribor, Ljubljanska 4, 2000 Maribor, Slovenija. tel. + 386 2 300 29 90, 300 29 95 fax + 386 2 300 29 92 [email protected]
http://chp.uni-mb.si/mkc/intro.html Zanju/Presented by: Dušan Bučar, Dragica Marinič. Prevodi/Translations: Jelena Varda, Doris Batelič, Narvika Bovcon, Aleš Vaupotič. Oblikovanje/Design: Narvika Bovcon,
.
Tisk/Print: VZA Logatec. Naklada/Number of copies: 400.
Peter Weibel: Postmedijsko stanje
Pos t me di js ko s t an j e
K bistvenim uspehom novih tehničnih medijev, videa in
računalnika, kot tudi starih tehničnih medijev, fotografije in
filma, ne štejemo samo tega, da so iniciirali nova umetnostna
gibanja, ustvarili nove medije izraza, ampak tudi da so odločilno delovali na historične medije kot sta slikarstvo in kiparstvo. S tega vidika novi mediji ne gradijo zgolj nove veje
na drevesu umetnosti, ampak so spremenili celotno drevo.
Poleg tega je treba ločevati med starimi tehničnimi mediji (fotografija, film) in novimi tehničnimi mediji (video, računalnik) na eni strani in umetnostmi, kot sta slikarstvo in kiparstvo, ki do sedaj sploh niso veljale za medije, postale pa so
mediji pod vplivom medijev, namreč netehnični stari mediji. Z
izkušnjo novih medijev vidimo stare medije drugače. Skozi
prakse novih tehničnih medijev vrednotimo tudi prakse starih
netehničnih medijev na nov način. Lahko bi šli celo tako
daleč, da uspeh novih medijev niso nove umetnostne oblike
in možnosti, ampak to, da so nam naredili stare umetnostne
medije dostopne na nov način, pri tem pa so jih predvsem
obdržali pri življenju - s tem, da so jih prisilili v spremembe.
Po tem ko se je fotografija pojavila kot tekmec pri izdelovanju
podob, ki odslikavajo dejanskost zvesto našemu dojemanju,
in je celo obljubljala še večjo zvestobo dejanskosti, se je slikarstvo po petdesetletnem boju umaknilo iz predstavljanja
predmetnega sveta in se osredotočilo na predstavljanje lastnega sveta slikarstva (ploskev, oblik, barv in lastnosti materialnosti ter tehničnih dispozitivov od okvirja do platna), ki je
slavil v abstraktnem slikarstvu prve polovice dvajsetega stoletja. Če se je slikarstvo v drugi polovici stoletja (od poparta do
fotorealizma) zopet obrnilo k podobam predmetnega sveta,
se je to zgodilo neposredno sklicujoč se na fotografijo. Če se
je slikarstvo pred fotografijo neposredno nanašalo na svet
predmetnosti, se je po odkritju fotografije, prvič, nanj nanašalo samo še, kolikor ga predstavlja fotografija, torej predmetnostna in figurativna fotografija, in drugič, preoblikovano
skozi izkušnjo slikarskoimanentnih značilnosti, kot so curki
barve itd. Izkušnje s filmom in fotografijo so vodile k izmenjavi s slikarstvom, še posebej pa so nove impulze slikarstvu dali
digitalni programi za obdelavo slik oz. neposredno delo z
računalnikom in ekranom in pri tem uvedli v slikarstvo novo
računalniškoizvedeno abstrakcijo. Vendar se ni skozi vpliv tehničnih medijev spremenilo samo zahodno slikarstvo, ampak
seveda tudi kiparski program. Do arhitekture lahko sledimo
prevladujočemu vplivu računalniških algoritmov in programov za tridimenzionalno grafiko. Torej si lahko dejansko postavimo vprašanje, ali ni trenutno večji dosežek novih medijev
to, da so stare umetnostne medije prisilili v triumfalen razcvet, ki gradi na tradiciji stoletij, s katero se stopetdesetletna
tradicija novih medijev v produkciji pravih mojstrovin še sploh
ne more meriti. Vprašanje se lahko postavi tudi drugače, ali
niso delovanja in učinki novih medijev na stare medije in na
vedo o novih medijih pomembnejši in uspešnejši kot ta trenutek dela v novih medijev sama. Osrednje gibalo in osrednji
program umetnosti dvajsetega stoletja: kriza reprezentacije,
razpustitev pojma umetniško delo in izginotje avtorja, vsi so
zasluge pojava novih medijev. Novi mediji so, s tem ko so osvojili nove razrede znakov, npr. indic, uvedli nove materiale in
metode, dovolili mnoge nove možnosti izraza in vsebine, po
eni strani bolj osebne in individualne kot stari mediji, po drugi objektivnejše in bolj dokumentarne. Radikalni obrat h kulturi recepcije, ki se je pojavil v dvajsetem stoletju, eksplozija
vizualnega v umetnosti in znanosti, vse se zvaja na nove medije, saj novi mediji niso ustvarili le novih načinov, ampak pred
vsem tudi nove stopnje svobode.
1
Novi mediji so spremenili vse umetnostne discipline. Delovanje medijev je univerzalno. Paradigma medijev zaobjema
vse umetnosti. Pretenzijo računalnika, da bi bil univerzalni
stroj, kot je svoj zasnutek računalnika imenoval leta 1937 Alan
Turing v razpravi "O izračunljivih številkah", so mediji izpolnili. Kot dandanes znanstveniki sanjajo o računalniškem modelu univerzuma, o popolni predstavi vesolja na podlagi digitalnih izračunov, tako danes sanjajo tudi umetniki o
računalniškem modelu umetnosti, o umetnosti, ki bi bila v celoti narejena z digitalnimi izračuni. Poleg računajočega mišljenja, ki je s svojimi delovanji in rezultati zaobjelo skoraj ves
svet - brez računajočih strojev z imenom računalnik ne bi delovala letališča, tovarne, železniške postaje, nakupovalni centri, bolnišnice itn. - poleg tega se pojavlja računajoča umetnost, ki ima za cilj zaobjeti ves svet. In dejansko je treba
opazovati delovanja in rezultate računajočih umetnosti skozi
tisto tradicijo, ki smo jo opisali, namreč preobrazbo vseh
umetnostnih praks in oblik. Računalnik lahko obenem simulira ne samo vse oblike in zakone vesolja, ne samo zakone narave, ampak tudi zakone forme, oblike in zakone sveta umetnosti. Ustvarjalnost sama je zgolj opisni program, algoritem.
Od literature do arhitekture, od umetnosti do glasbe vidimo
na delu vedno več računalniško podprtih opisnih programov
in ukazov, pravilnikov in navodil za delovanje. Ni samo delovanje medijev univerzalno in zato vsa umetnost že postmedijska. Ne samo zato, ker so mediji univerzalni stroji in je zato
vsa umetnost postmedijska, ampak ker se univerzalni stroj
računalnik sklicuje na to, da zmore simulirati vse medije, tudi
že zaradi tega je vsa umetnost postmedijska.
To postmedijsko stanje vendarle ne naredi lastnih svetov sveta
aparatov, notranjih značilnosti sveta medijev, odvečnih.
Temveč nasprotno, specifičnost lastnih svetov medijev se vedno bolj notranje diferencira. V postmedijskem stanju je dostopnost specifičnih medijev prvič zares totalna - specifičnih lastnosti medijev od slikarstva do filma. Npr. računalnik lahko
stopnjo zrnatosti šestnajstmilimetrskega filmskega traku simulira bolje, in jo poljubno nastavlja, kot bi to mogel kdajkoli
realni filmski trak. Digitalna simulacija tonov flavte zveni bolj
kot flavta, kot pa bi jih lahko kdajkoli flavtist izvabil realni
flavti. Plapolanje pisave na scefrani perforaciji filmskega traku
lahko računalnik prav tako bolje simulira, kot tudi tone prepariranega klavirja. Postmedijski računalnik, univerzalni stroj,
šele zares dopušča - na videz paradoksalno - v dejanskosti
dosledno udejanjiti kraljestvo medijskih specifik.
Vsaka umetnostna praksa danes sledi skriptu medijev, predpisom medijev. Ti mediji ne zaobjemajo samo starih in novih
tehničnih medijev, od fotografije do računalnika, ampak tudi
stare analogne medije kot slikarstvo in kiparstvo, na katere so
mediji vplivali in jih preobrazili. Zato velja stavek, ki ga pod to
predpostavko ponavljamo: "Vsaka umetnostna praksa sledi
skriptu medijev".
Umetnost tehničnih medijev, aparativna umetnost, umetnost,
ki jo podpira dispozitiv aparata, tvori jedro medijske prakse in
je postala norma vse estetske izkušnje. V umetnosti ni nič več
onkraj medijev. Nihče jim ne more pobegniti. Ni več slikarstva
zunaj in onkraj medijske izkušnje. Ni več fotografije zunaj in
onkraj digitalne izkušnje. Ravno fotografi, ki podredijo fotografijo digitalnim medijem in na ekranu v fotoaparat ujete slike
manipulirajo ali nadgrajujejo, dejejo najprepričljivejše in najbolj osupljive fotografske podobe, so najbolj prepričljivi in
najbolj pristni fotografi. Ampak tudi fotografi, ki slikajo svetove modelov, miniatur in 3D svetove, se ne gibljejo več v izvornem horizontu fotografije, v svetu reči, ampak se nanašajo
na metaraven, na fotografično ali digitalno modeliranje sveta.
Fizično modeliranje akuzmatične glasbe, na računalniku temelječe predstavljanje tonov v simuliranem stvarnem prostoru, ki omogoča hiperpopolno simuliranje zvenenja istih tonov v vseh prostorih od cerkve do stopnišča, in tudi
ustvarjanje tonov virtualnih instrumentov, ki v realnosti ne
obstajajo, je prav tako izraz postmedijskega stanja medijev.
Peter Weibel: The Postmedial Condition
Postmedijsko stanje je definirano skozi dve fazi (sicer ne medijsko teoretično, ampak za umetniško rabo):
1. enakovrednost medijev in
2. mešanje medijev.
V prvi fazi se je skušalo doseči enakovrednost medijev, ustvariti novim medijem - fotografiji, filmu, videu, digitalni umetnosti - isto umetniško priznanje kot tradicionalnim medijem
kot sta slikarstvo in kiparstvo. Na tej stopnji je delo potekalo
na vseh medijih, bodisi slikarstvu ali fotografiji, da bi se zgradili medijem specifični lastni svetovi posameznih medijev.
Slikarstvo je demonstriralo lastne pomene barve, prelivanj, kapelj, curljanja.
Fotografija je demonstrirala sposobnost zvestega odslikavanja dejanskosti.
Film je demonstriral svojo sposobnost pripovedovanja.
Video je demonstriral kritično subverzijo televizijskega množičnega medija.
Digitalna umetnost je demonstrirala zmožnost imaginacije v umetnih virtualnih svetovih.
Ta faza je, kar se tiče spoznavnoteoretične in umetniške vrednosti, bolj ali manj zaključena. Specifike medijev in medijska
kritičnost sta se na srečo popolnoma uveljavila. Skozi vzpostavitev medijskospecifičnih lastnih svetov posameznih medijev,
od slikarstva do videa, se je uveljavila enakovrednost medijev,
njihova umetniška ekvivalenca, njihova enakovredna veljava.
Medij umetniškega izraza je v tem oziru postal skoraj irelevanten, saj gre v glavnem za umetniško izjavo samo. To je uspeh postmodernega stanja medijev.
V novi, drugi fazi je važno v umetniškem in spoznavnoteoretičnem smislu medijskospecifične svetove mešati med sabo.
Video slavi s pripovedno fantazijo filma, ko namesto enega platna uporablja več projekcij in namesto ene prespektive pripoveduje z več perspektiv obenem.
Fotografija odkriva z novimi digitalnimi kamerami in grafičnimi programi
nevidene, virtualne umetne svetove.
Kip je lahko fotografija ali video trak.
Dogodek, ujet na fotografijo, je lahko kip, tekst, slika. Obnašanje predmeta ali človeka, dokumentirano z videom ali fotografijo, je lahko kip, govorica je lahko kip, jezik na LED-ekranih je lahko slika, knjiga ali kip, video in
računalniške instalacije so lahko literatura, arhitektura ali kiparstvo.
Fotografija in video umetnost, ki sta bili izvorno dvodimenzionalni, dobita prostorske in skulpturalne razsežnosti.
Slikarstvo se navezuje na fotografijo ali digitalne grafične programe in pri
tem uporablja oboje.
Film se kaže v vedno večji meri dominanten v dokumentarni zvestobi dejanskemu, ki prevzema kritiko množičnih medijev od videa. Splet dobavlja
v klepetalnicah dialoge in besedila za vse. Celotni tekstni rezervoar interneta lahko uporabimo za besedila, ki se sama nadzorujejo, za samogenerativno ustvarjanje jezikovnih svetov. Mreža lahko tudi samodejno ustvari
slikovne svetove ter besedila mreže lahko služijo kot predloge za skript
igralcev v filmih, govorcev v radijski igri ali za besedila pesnikov. Besedilne, zvočne in slikovne instalacije, bodisi v mediju fotografije, videa ali
računalnika ali vseh skupaj, lahko znova izdamo kot filme, skladbe ali arhitekturo.
Mešanje medijev vodi k neobičajno velikim inovacijam v posameznih medijih in v umetnosti. Slikarstvo ni več slikarstvo
zgolj skozi samo sebe, ampak skozi odnos z drugimi mediji.
Video živi od filma, film živi od literature, kiparstvo živi od fotografije in videa. Vsi živijo od digitalnih tehničnih inovacij.
Skrivni kod vseh teh umetnostnih oblik je binarni kod računalnika in skrivna estetika so algoritmična pravila in programi. To
stanje aktualne umetnostne prakse zato lahko označimo kot
postmedijsko pogojenost, ker ne dominira več en sam medij,
ampak mediji vplivajo drug na drugega in se vzajemno pogojujejo. Množica vseh medijev sestavlja univerzalni medij, ki
vsebuje tudi sebe samega. To je postmedijsko stanje medijskega sveta današnje umetnostne prakse.
The Pos tmedi al Condi ti o n
As essential sucesses of the new technical media, video and
computer, and also old technical media, photography and
film, we don't consider only that they initiated new artistic
movements, created new media expressions, but also that they
have decisively acted upon the historical media, such as painting and sculpture. In this aspect the new media aren't only
building a new branch on the tree of art, but are changing the
whole tree. It is furthermore necessary to distinguish between
old technical media (photography, film) and new technical
media (video, computer) on one side and arts, such as painting and sculpture, which until now weren't even considered as
media but became media under the influence of media, namely the old non-technical media. With the experience of the new
media we perceive old media differently. With the practices of
new technical media we also evaluate the practices of old nontechnical media in a new way. We could go as far as to say that
the success of the new media isn't shown in the new artistic
forms and possibilities, but rather in the fact that they made
the old artistic media available in a new way and above all
kept them alive - by forcing them to change.
After the emergence of photography as a rival to production of
images which reflect reality as we perceive it and its promise of
even greater faithfulness to the reality, the painting withdrew
from representing objective world after fifty years and focused
on presentation of its own world (surfaces, shapes, colours,
properties of materials and technical dispositives of frame and
canvas), which reached its peak in the abstract painting of the
first half of 20th century. If the painting in the second half of
the century (from pop art to photorealism) turned again to
the images of the objective world, it happened directly under
the influence of photography. The painting before photography directly referred to the objective world, but after the invention of photography, first, it only referred to it in a manner
in which photography presents it - objective and figurative
photography, and, second, it was transformed through the experience of properties immanent to painting, such as gashes,
colours etc. Experiences with film and photography lead to an
exchange with painting, but the new impulses for painting
came especially with digital programmes for image editing
and direct work with computer and screen, which introduced
a new computer based abstraction to the painting. But western painting wasn't the only thing that changed thanks to the
influence of technical media, the change also influenced sculpture. In architecture we can follow a prevalent influence of
computer algorithms and programmes for three-dimensional
graphics. So we can actually pose ourselves a question: isn't a
bigger achievement of the new media currently the fact that
they forced the old traditional media to bloom on the tradition
of centuries with which the one hundred and fifty years old
tradition of the new media can't compete at all in the sense of
production of masterpieces? The question can be posed in a
different way: aren't the activities and effects of the new media on the old ones and on the science of new media currently
more important and successful than the works of the new media themselves? Central motive and programme of art in the
20th century: crisis of representation, dissolvement of the concept of artistic work and disappearance of the author - these
are all credits of the new media emergence. By incorporating
new classes of signs, for instance the index, the new media introduced new materials and methods and accepted many new
possibilities of expression and content, on the one hand more
personal and individualistic than the old media and on the
other hand more objective and more documentary. A radical
turn towards the culture of reception that emerged in the 20th
century and an explosion of visual in art and science - it all refers to the new media, which created not only new ways but
above all new levels of freedom.
2
Peter Weibel: The Postmedial Condition
New media changed all artistic disciplines. Their operations
are universal. The paradigm of media includes all arts. The
media fulfilled computer's pretension to be a universal machine, as Alan Turing named his first computer outline in the
year 1937 in the paper "On Computable Numbers". As modern scientists dream about a computer model of the universe,
about a perfect presentation of the universe on the basis of
digital computation, modern artists also dream about a computer model of art, art made on totally with digital computation. Next to computational thinking which reached almost
the entire world with its activities and results - without the
calculating machines known by the name "computers", airports, factories, railroad stations, malls, hospitals etc.
couldn't function at all - a computational art is also appearing and its goal is to embrace the whole world. The activities
and results of computational arts need to be observed
through the described tradition - transformation of all artistic
practices and forms. Computer can simultaneously simulate
all forms and laws of the universe and nature and also the
laws of the form, forms and laws of the world of art. Creativity is by itself only a descriptive programme, an algorithm.
From literature to architecture, from art to music we are witnessing more and more computer based descriptive programmes and commands, regulations and instructions at
work. Not all media activities are universal and not all art is
therefore postmedial. All art is postmedial not only because
the media are universal machines, but because the universal
machine - computer alleges that it can simulate all media.
The postmedial condition doesn't make the individual worlds
of apparatuses, the internal specificities of media world redundant. Specificity of proper media worlds is on the contrary additionally differentiating internally. The specificity of the
media is in the postmedial condition for the first time truly
accessible - specific media properties from painting to film.
Computer is for instance able to simulate the level of graininess of 16-mm film tape and manage its settings better than
the real film tape. Digital simulation of the flute sounds better than the sounds ever produced by a flute player on the real instrument. Computer can also simulate a flickering of the
writing on a parched perforation of film tape as well as tones
of a prepared piano. Postmedial computer, universal machine, is the instrument that in reality actually allows - seemingly paradoxical - a consistent execution of the realm of medial specifics.
Every artistic practice nowadays follows medial regulations
and medial script. These media don't include only old and
new technical media like photography and computers, but also old analogous media such as painting and sculpture,
which were influenced and transformed by the media. Under
this supposition we therefore repeat a valid statement: "Every
artistic practice follows the script of the media."
3
The art of technical media, the apparatical art, the art supported by dispositive of the apparatus forms a nucleus of the
media practice and is becoming a norm of every aesthetic experience. In art nothing is beyond the media. Nobody can escape them. No painting exists outside and beyond media experience. There is no photography outside and beyond digital
experience. Precisely the photographers which subject the
photography to digital media and manipulate and upgrade
images captured with camera on screen are the most convincing and genuine photographers. Photographers which take
pictures of the worlds of models, miniatures and 3D worlds
also don't move any more in the original horizon of photography - in the world of things - they refer to the meta-level, to
photographic or digital modelling of the world. Physical
modelling of acusmatic music, computer based representation of sounds in a simulated factual environment that allows
hyperperfect simulation of the same sounds in all spaces from
church to a staircase and creation of sounds of virtual instruments, which in reality don't exist, is also an expression of
the postmedial condition of the media.
Postmedial condition is defined by two phases (albeit not
epistemologically but for the artistic usage instead):
1. equality of the media and
2. mixing of the media.
In the first phase the goal was the equality of the media, a
creation of the same artistic recognition for the new media photography, film, video, digital art - as applies to the traditional media such as painting and sculpture. In this phase the
work took place in all media either painting or photography
to build specific proper world for specific media.
Painting demonstrated its own meanings of colour, iridescence, drops, drips.
Photography demonstrated an ability to faithfully reflect reality.
Film demonstrated its narrative ability.
Video demonstrated a critical subversion of the mass media of television.
Digital art demonstrated an ability of imagination in artificial virtual worlds.
This phase is more or less completed in the terms of theoretical and artistic
value. The specifics of the media and media criticism are fortunately completely established. Through the establishment of media specific proper
worlds of individual media, from painting to video, the equality of media,
their artistic equivalence and their equal worth was asserted. The media of
artistic form became almost irrelevant in this context as it is mainly concerned with artistic expression itself. This is the success of postmodern condition of media.
In the new, second phase it is imperative to mix media specific worlds in artistic and epistemological sense.
Video is triumphing with narratory imagination of the film, when it uses
several projections instead of one screen and tells a story through several
perspectives at the same time instead of using just one.
Photography is discovering unseen, virtual artificial worlds with the help
of new digital cameras and graphics programmes.
A sculpture can be a photograph or a videotape.
Event captured in a photograph can be a sculpture, a text, an image. Behaviour of an object or a person, documented by video or photography
can be a sculpture, language can be a sculpture, text displayed on LEDdisplays can be an image, a book can be a sculpture, video or computer
installations can be literature, architecture or sculpture. Photography and
video art which were originally two-dimensional gain spatial and sculptural dimensions. Painting is linked to photography or digital graphics
programmes and for its purposes uses both.
Film is becoming to a large extent dominant in documentary faithfulness
to the factual and is increasingly taking over the criticism of the mass media from the domain of the video. The web supplies dialogue in chat
rooms and texts for everyone. Entire textual reservoir of the internet can
be used for self-controlling text, for self-generative creation of language
worlds. The web can also automatically create worlds of images and its
texts can serve as templates for actors' scripts in films, speakers in a radio
play or for texts of poets. Textual, sound and image installations in the
media of photography, video or computer or even all of them combined
can be once more released as films, music compositions or architecture.
Mixing of the media leads to unusually big innovations in individual media and in art at large. Painting isn't painting only through itself anymore but through relations with different
media. Video lives on film, film on literonure, sculpture on
photography and video. They all live of digital technical inovations. The secret code of all of these art forms is the binary
code of the computer and its hidden aesthetics are algorithmic rules and programmes. We can therefore characterize
this state of actual artistic practice as postmedial condition in
which a sole dominant media was replaced by mutual interaction and conditioning of many media. Multitude of all media composes a universal media that also includes itself. This
is the postmedial state of the media world of today's artistic
practice.
Selekcija Petra Weibla/Peter Weibel's Selection
Koordinacija razstave/exhibition coordination: Narvika Bovcon, Aleš Vaupotič
M a r k u s H u e m e r : N E K I K LA S IK / A N YO N E C L A S S I C
Leta 1997 je Markus Huemer izvedel spletno
instalacijo "pravila niso nobena igra", ki je v
konceptu združevala tri kriterije, o katerih je
govoril na drugem mestu že Peter Weibel:
daljinsko korelacijo, reverzibilnost in ekstenzijo (1). Trije kriteriji, ki veljajo za vso na internetu temelječo umetnost, pri kateri se dogodi medsebojni vpliv med podobo in
opazovalcem, kot tudi kjer se odnos opazovalec - podoba razširja v virtualni prostor podatkov, se zopet pojavijo v novem delu Markusa Huemerja "Neki klasik" (2005). Za
osnovo interakcije med gledalcem in podobo
jemlje Huemer tudi tokrat vnovično branje
modernističnega slikarstva, ki ga strateško integrira v medijski sklop računalniškega vmesnika/video-spletnega dela. Kot pri "pravila
niso nobena igra" tudi pri "Nekem klasiku"
dajejo referenčni okvir Huemerjevemu delu z
novimi mediji drip-paintings Jacksona Pollocka.
Kot prehodnim fenomenom prostorsko zamejenega slikarstva gre Pollockovim drippaintings za medijski preboj horti conclusi
slikovne reprezentacije, po tem ko je bila njena zavezujočnost očitno načeta. Pollock s tem
ni postavil pod vprašaj slikarstva kot takega,
ampak prostor, ki ga je do tedaj zasedalo:
prostor (tablo, platno), ki je sliko manifestiral kot samo v sebi zaključeno stanje - ter s
tem v enaki meri dopuščal njeno razumevanje kot zgolj reprezentativnega sveta nasproti realnosti in ne kot v realnosti bivajočega dogodka. Pollockov projekt "…
naslikati velike premične slike, ki bodo učinkovale med štafelajem in stensko podobo
…"(2) se je nadaljeval posledično - vzporedno z ukinjanjem platna - kot vstop v sliko. Ta
je nastala nujno v akciji in skozi akcijo. Namesto preračunane kompozicije se je slika udejanjala skozi okvire "kontroliranega naključja", pri čemer se je skozi uporabo
nekonvencionalnih slikarskih sredstev in
postopkov fizično gibanje umetnika nad slikovno površino realiziralo kot resnično "bitiv-sliki". Slika se je slikala, imela je, kot je Pollock to imenoval, "svoje življenje". Jackson
Pollock se je pri tem zavedal, da njegove
drip-paintings iz obdobja 1947 in 1950 odsevajo zgolj "stanje na pol poti" - da je prostor
med "štafelajem" in "stensko podobo" šele
začel raziskovati in odpirati. Saj je ostalo v
skrajni fazi pri kontemplativnem dojemanju
gledalca stoječega pred platnom, ki si v predstavi prisvoji umetnikov procesualni biti-vsliki.
Z razširitvijo v oz. integracijo virtualnega prostora podatkov kot
osnovnega sestavnega dela produkcije podobe vzpostavlja Markus Huemer v spletnih instalacijah transmedijsko nadaljevanje
pollockovske ideje. Delo "Neki klasik" se na produkcijsko-tehnični
ravni brez šiva veže na koncept "kontroliranega naključja" - seveda pa so zdaj premiki gledalca tisto, kar se skozi postopek motion
capturing prek video kamere zapiše, nato preračuna in potem
prek dveh celostenskih video projekcij odslika kot abstraktne venomer spreminjajoče se premične barvne sledi. Slika se pri tem
generira v realnem času, saj je odnos med gledalcem in sliko (projekcijo) prepuščen neskončnemu procesu vzajemnih vplivov, ki
prisotnost slike poveže v časovno neposredno posledičnost s prisotnostjo njenega gledalca. S tem zanka snemanje - predvajanje
video tehnologije omogoča interaktivnost, ki se kaže dvojno: kot
akcija, ki ustvarja sliko, in kot recepcijsko obnašanje, ki nujno teče
vzporedno z "ustvarjanjem slike". Slika se "slika" na način zrcaljenja premikov po črni škatli, pri čemer narcisizem samoopazovanja v največji meri zagotavlja proizvajanje slike. Zasnova dela onemogoča gledalcu, da bi vmesniški video kontroliral kot orodje
gradnje slike, saj je zrcaljenje samega sebe (podoživljanje lastnih
premikov skozi prostor) pokvarjeno skozi dejavnik naključne izbire
računalniškega programa. Programirano naključje zamegljuje ustvarjanje slike, s tem da gibanje abstrahira in kot tekoče - v črnem,
belem in modrem curljanju v slogu Pollocka - približno predvaja.
V črni škatli snemanja in predvajanja sta mehanizma daljinske korelacije in reverzibilnosti (ki jih Markus Huemer zato implicitno
uporablja) namenjena dekonstruiranju toposa "umetnika kot ustvarjalnega medija", saj se sam kot producent slike umakne v
ozadje in namesto tega predstavlja zmožnosti tehnike. Umetniška
individualnost se s tem preobrazi v poskus interpretirati krilatico
ameriškega kolega, "nove potrebe terjajo nove tehnike", ustrezno
za današnjo rabo. Navsezadnje tudi z načinom, kako uporablja ekstenzijo procesa slike: kot prava spletna instalacija bo "Neki klasik" viden na vseh računalnikih sveta skozi preprost log-in. V okvirih ekrana se dogaja v množični pomnožitvi venomer
spreminjajoč se svet, ne da bi podal informacije o svojem avtorju
ali kraju izdelave. Pri tem Huemer oddaljenim gledalcem odreka
vpliv na instalacijo. Zanje ostaja rezervirano kontemplativno opazovanje in postali bodo del virtualnega občinstva, ki obstaja onkraj tradicionalne slike, čeprav je ujeto v njeno konvencionalno dojemanje.
Prostor umetnosti se kaže kot razširjen, vendar pa se gradi (zaenkrat še) čez dejanskosti, dojete kot heterogene in umetno vzporedno pripete druga na drugo, ki bi jih odpravilo zgolj novo razumevanje podobe. S tem ko Markus Huemer skozi zavestno
posnemanje nekega klasika ta cilj zopet zgreši, natančno kaže
modernost novih medijev, kaže njihovo prevlado, namesto da bi
prikril njihove učinke.
Claudia Seidel
4
Selekcija Petra Weibla/Peter Weibel's Selection
Koordinacija razstave/exhibition coordination: Narvika Bovcon, Aleš Vaupotič
Anyone Classic
In 1997 Markus Huemer realised a web-installation "the rules
are no game" that gathered in its concept three criteria,
which Peter Weibel somewhere pointed out: distant correlation, reversibility and extension (1). The three criteria that are
valid for all net-based art where a mutual influence between
the image and the observer occurs and also where the relation observer - image extends into the virtual data-space, can
be found again in the new work by Markus Huemer "Anyone
Classic" (2005). As a foundation of the interaction between
the observer and the image Huemer again takes a re-reading
of modernist painting, which he then strategically integrates
into a media conglomerate computer-interface/video-internet
work. As with "the rules are no game" the Jackson Pollock's
drip paintings are the reference that frames Huemer's work
with the new media.
As with boarder phenomena of framed painting Pollock's drip
paintings deal with the breach of hortus conclusus of imaginary representation after its reign has been clearly coming to
an end. However Pollock didn't question the painting itself
but the place that it occupied at the time: the place (the table, the canvas) that manifested the painting as a closed state
- whereby it refused to see it as an event in reality but rather
as a world of representation opposite to reality. Pollock's project "… to paint large moveable pictures which will function
between the easel and the mural…"(2) followed consequently, parallel to abolishment of canvas, towards entering the
painting. For Pollock it emerged necessarily in action and
through the action. In place of calculated composition the image materialized itself in the frameworks of "the controlled
chance" by using unconventional painting tools and procedures - the physical movement of the artist over the surface of
the image realised an actual "being-in-image". The painting
painted itself, it had, according to Pollock, "a life of its own".
However Jackson Pollock was aware that his drip-paintings
made between 1947 and 1950 represented only a "halfway
state" - that he only began to explore and to open the space
between "easel" and "mural". Since it finally rested with the
contemplative experience of the observer facing the canvas
who in his conceptions appropriates the processual "beingin-image" of the artist.
With the expansion in or the integration of the virtual dataspace as an elementary ingredient of the production of images Markus Huemer's net-installation establishes a transmedial continuation of Pollock's idea. The work "Anyone Classic" directly connects with the concept of "the controlled
chance" on the productively-technical level. However, now
the movements of the observer are what is being recorded
through motion capturing by video camera, then recalculated
and further presented by two whole-wall video projections
showing abstract ever changing moving traces of colour. The
image is being generated in real time since the relationship
between the viewer and the painting (projection) is assigned
to a never-ending process of mutual influences, which links
temporally and causally the presence of the image with the
presence of its observer. The loop recording - playback of the
video technology enables the interactivity, which is manifested twofold: as an action creating the image and as a receptive
behaviour that is necessarily parallel to the image creation.
The painting "paints" itself through the mirroring of the
movements around the black box, and the narcissism of viewer's self-observation is the highest guaranty for the image
production. The design of the work doesn't allow the spectator to govern the interface video as an instrument for building
images, because the mirroring of the self (the experience of
one's own movements through the space) is corrupted
through a "random choice" factor of the computer application. The programmed chance blurs the image creation by abstracting the movement into smooth approximation, which
drives the black, white and blue dripping of colour in a Jackson Pollock's manner.
5
In the black box of recording and playback the mechanisms of
distant correlation and reversibility (Markus Huemer uses
both implicitly) are implemented in order to deconstruct the
topos of "the artist as a creative medium". The author steps
back and instead presents the achievements of technology.
The artistic individuality is transformed into an attempt to
congenially interpret a saying of the American colleague
"new needs need new techniques" for our time. He does it ultimately with the way how he uses the extension of the imaging process: as a genuine web-installation "Anyone Classic" is
accessible on all possible computers of the world through a
simple log-in. In the frame of the screen the permanently
changing image of the world lends itself multiplicated without any reference to its author or the place of its production.
Huemer denies the distant observer any influence on the installation. For him there is only the contemplative observation
and he will be included in a virtual audience which exists beyond the traditional painting, although he is at the same time
captured in its conventional experience.
The space of art appears expanded, however it builds itself
(still) over the realities appearing as heterogeneous and being artificially tied one onto the other; which would be abolished only by a new notion of the image. While Markus Huemer through conscious following of "someone classic" again
fails to achieve that, he at the same time demonstrates the
modernity of new media, shows their domination, instead of
blurring their effects.
Claudia Seidel
(1) Peter Weibel: Ikonoklasmus der Datenprozesse. Kat. Ausst. .arcadia, Kunsthaus Baselland, 2003, 42-45.
(2) Jackson Pollock: Statement. Application for the Guggenheim Fellowship, 1947.
Izvirni nemški naslov/Original German title of work:
Irgendein Klassiker
Leto/Year: 2005
Prvič predstavljeno na 11. MFRU, Slovenija./
First presented at 11th IFCA, Slovenia.
Medij/Medium: Interaktivna spletna instalacija/
Interactive net installation
Programiranje/Coding: David Eitzinger
Zastopnik/Courtesy of: Galerie Michael Janssen, Köln
Selekcija Petra Weibla/Peter Weibel's Selection
Koordinacija razstave/exhibition coordination: Narvika Bovcon, Aleš Vaupotič
Or ha n K ipc a k: A R S DO O M 1
Arsdoom 1, projekt, ki je bil realiziran leta 1995 za Ars Electronico, je računalniška igra, dosegljiva preko omrežja LAN in interneta. Arsdoom je obenem tudi svojevrstna virtualna razstava z dvajsetimi umetniki iz Avstrije in ZDA v virtualnem modelu
Brucknerhausa, osrednjem prizorišču festivala Ars Electronica.
Med umetniki, ki so predstavljeni kot pošasti, in obiskovalci virtualne razstave potekajo nasilne interakcije. Te interakcije se
zaključijo z eliminacijo umetnika in umetniškega dela. Arsdoom
je bil prvi projekt, ki je v kontekstu umetnosti uporabil pogone
računalniških iger. In kot prvi projekt te vrste je Arsdoom postal
predhodnik številnih virtualnih razstav, ki so uporabljale podobno tehnologijo.
Arsdoom 1, a project realised 1995 for the Ars Electronica, is a
via LAN and internet accessible computer game. At the same
time Arsdoom is a kind of virtual exhibition with 20 artists from
Austria and the USA in a virtual model of the Brucknerhaus, the
centre of the Ars Electronica festival.
Umetniki/Artists Arsdoom 1:
Seichi Furuya, Peter Kogler, Heimo Zobernig,
Peter Weibel, Jörg Schlick, Stephen Pusey,
Michael Smith, Sabine Bitter, Stefan Nessmann,
Ecke Bonk, Manfred Wolff-Plottegg, Curd Duca,
Orhan Kipcak, Norbert Pfaffenbichler,
Wolfgang Hilbert, Andrea Mayr,
Katharina Copony, Rich.Art
Produkcijska skupina/
Production team:
Orhan Kipcak, Michael Pölzl, Kaya Kipcak,
Helmut Kaplan, Reinhard Urban
V sodelovanju z/Collaboration:
XRAY-Graz (Atschi Fekonja, Tine Steintaler,
Martin Taurer)
Zvok/Sound design: Curd Duca
Violent interactions take place between the artists, which are
represented as monsters, and the visitors of the virtual exhibition. These interactions result with the termination of artist and
artwork. Arsdoom was the first project, which worked with
game engines in the context of art. And as first project of that
kind Arsdoom was precursor for many virtual exhibitions with a
similar technology.
6
Selekcija Petra Weibla/Peter Weibel's Selection
Koordinacija razstave/exhibition coordination: Narvika Bovcon, Aleš Vaupotič
Or ha n K ipc a k: A R S DO O M 2
10 let po Arsdoomu 1 sta bila koncept in tehnologija projekta
posodobljena z Arsdoomom 2. Vsi umetniki, ki so sodelovali v
Arsdoomu 1 so se znova udeležili projekta. Tokrat je prostor
virtualne razstave digitalni model ZKM (Centre for Art and
Media, Karlsruhe), virtualni svet, poln umetnikov in njihovih
stvaritev. Tako kot v Arsdoom 1 so tudi tukaj prisotne nasilne
interakcije med virtualnimi obiskovalci in umetniki, ki se odvijajo v digitalnem okolju razstav in instalacij. Arsdoom 2 je del
stalne razstave "algoritemske revolucije" ZKM.
Obema projektoma je skupno:
Uporaba kulturne tehnike računalniške igre v kontekstu umetnosti.
Oba sta virtualni razstavi sodobnega umetniškega dela.
Računalniška igra je cinični komentar sveta umetnosti.
Oba projekta sta nastala po naročilu Petra Weibela, direktorja
festivala Ars Electronica in sedanjega direktorja ZKM.
10 years after Arsdoom 1, concept and technology of the project were updated by Arsdoom 2. All the artists, who already
participated in Arsdoom 1, are again part of the project. This
time a digital model of the ZKM (Centre for Art and Media,
Karlsruhe) is the virtual exhibition space. A virtual world full
of artists and their artwork. As in Arsdoom 1, we can find violent interactions between virtual visitors and artists, which
take place in the digital surrounding of exhibits and installations. Arsdoom 2 is part of the permanent exhibition of the
ZKM's "algorithmic revolution".
Both projects have in common:
The usage of the cultural technique computer game in the
context of art.
They are virtual exhibitions of contemporary artwork.
The computer game is a cynical comment on the art world.
Both projects were assigned by Peter Weibel, director of the
Ars Electronica festival and, today, director of the ZKM.
Umetniki/Artists Arsdoom 2:
Peter Weibel, Sabine Bitter, Manfred Wolff-Plottegg,
Norbert Pfaffenbichler, Stefan Nessmann,
Heimo Zobernig, Peter Kogler, Ecke Bonk, Jörg Schlick,
Curd Duca, Orhan Kipcak
Produkcijska skupina/Production team:
adm-gmbh, Orhan Kipcak, Verena Artinger, Erwin Wagner
V sodelovanju z/Collaboration:
Edgar Gabriel, Günter Baumgart
7
Selekcija Petra Weibla/Peter Weibel's Selection
Koordinacija razstave/exhibition coordination: Narvika Bovcon, Aleš Vaupotič
L a u r a B e l o f f , E r i c h B e r g e r, M a r t i n P i c h l m a i r :
ČUD EŽNI ŠKOREN J ČK I / S E VE N MILE BO O T S
Škornji za sedem milj, čarobna obutev, znana iz ljudskih pripovedk, omogoča svojemu
lastniku, da prepotuje sedem milj v enem samem koraku. Z malo truda lahko človek prepotuje
cele države in je prisoten, kjerkoli je to potrebno; postane lahko kozmopolitski flaneur,
za katerega svet postane ulica. Projekt Čudežni škorenjčki sestavlja par interaktivnih
škornjev, opremljenih z zvokom. Posameznik lahko škornje obuje in se v njih potepa
simultano po fizičnem svetu in po svetu interneta. Pri hoji po fizičnem svetu se lahko
nenadoma sreča s skupino ljudi, ki v realnem času klepetajo v virtualnem svetu. Klepet je
mogoče slišati kot govorjeno besedilo, ki prihaja iz čevljev. Kjerkoli se nahajate s
škornji, se fizični in virtualni svet združita.
"Seven mile boots, the magical
footwear known from folk tales,
enables its owner to travel seven
miles with one step. With little
effort one can cross the countries,
to be present wherever it seems
suitable and to become a
cosmopolitan flaneur with the world
as the street." The project Seven
Mile Boots is a pair of interactive
shoes with audio. One can wear the
boots, walk around as a flaneur
simultaneousy in the physical world
and in the literal world of the
internet. By walking in the physical
world one may suddenly encounter a
group of people chatting in real
time in the virtual world. The chats
are heard as a spoken text coming
from the boots. Wherever you are
with the boots, the physical and the
virtual worlds will merge together.
8
Selekcija Petra Weibla/Peter Weibel's Selection
Koordinacija razstave/exhibition coordination: Narvika Bovcon, Aleš Vaupotič
Klepetanje prek interneta se je v zadnjem desetletju izjemno
razširilo. Klepet omogoča komuniciranje brez meja med
"online" skupnostmi. Hoja in nošenje čevljev sta vsakodnevni
opravili ljudi. Delo Čudežni škorenjčki uporablja noge in
čevlje kot vmesnik za gibanje v tem na besedilu zasnovanem
ne-prostoru klepetalnic. Vidni/fizični del projekta je sestavljen
iz para čevljev, ki so na razpolago obiskovalcem v galeriji. O
čevljih za sedem milj lahko razmišljamo kot o luknji, ki je pritrjena na telo uporabnika. Skozi luknjo uporabnik/uporabnica
"vidi" na drugo stran, hkrati pa se zaveda same luknje v fizičnem okolju; luknja postane del uporabnika, kamorkoli se ta
odpravi. Delo ponuja vpogled v procese, ki so neločljivo povezani z našim trenutnim življenjskim stilom. Umetniško žarišče tega dela je konstrukcija odprte strukture, ki je napolnjena
z realnimi ljudmi v realnem času: realnem življenju. Struktura
ustvari možni prostor, ki sili uporabnike naprej v iskanju novega. Ta primanjkljaj proizvaja željo po substanci, željo po potrošnji in izkušnji.
Ko si uporabniki nadenejo škornje, pričnejo ti iskati aktivne
kanale za klepet. Ko se uporabnik sprehaja naokoli, lahko s
pomočjo zvoka locira aktivnost v klepetalnicah. Uporabnik bo
slišal, da se giblje skozi skupino klepetalcev in lahko se odloči,
da se bo za podrobno opazovanje ob njih ustavil. Čevlji se samodejno prijavijo v klepetalnice z imenom "sevenmileboots".
Kanale izberejo glede na njihovo aktivnost in temo pogovora.
Pri vsaki uporabi čevlji iščejo novo izbiro kanalov iz interneta.
V čevljih je združena vsa potrebna tehnologija: računalnik z
brezžičnim omrežjem, mikroprocesor, senzorji, ojačevalniki in
zvočniki. Čevlji so pripravljeni za delovanje na vseh lokacijah z
odprtim brezžičnim omrežjem.
Walking online. Chatting in the net has become a phenomenon during the last decade. There is an endless communication
among the online communities in the chats. Walking and
wearing shoes is an everyday exercise for humans. The sevenmile-boots piece is built upon feet and shoes as an interface
to move in this text-based non-space of the chat rooms. The
visible/physical part of the piece consists of a pair of boots,
which are available for use. The seven-mile-boots can be
thought as a hole which is attached on the body of a user.
Through the hole s/he is "seeing" behind it, at the same time
he is aware of the hole itself in a physical environment and
the hole becomes a part of the user wherever he goes. The
piece offers a perspective into the processes, which are an inherent part of our current lifestyle. The artistic focus of the
piece is in the construction of an open structure, which is filled by real people in real time; real life. The structure creates
a possibility space which pushes the users forward in a search
for more. This deficit produces the desire for substance, a desire to consume and to experience. After putting on the boots
they start looking for active chat channels.
When the user walks around s/he can locate a chat activity
through audio. S/he will hear himself passing through a
group of chatters or s/he can decide to stop for closer observation. The boots log into the chat rooms automatically under
the name of "sevenmileboots". The channels are selected according to their activity and topic. Everytime while walking,
the boots are looking for a new selection of channels from the
net. The boots contain all the necessary techniques in them, a
computer with wireless network, microprocessor, sensors,
amplifiers and loudspeakers. The boots are ready to function
in any location with an open wireless network.
http://randomseed.org/sevenmileboots
9
Open.Line
// spletna umetnost prikazovanja elementov podatkovnih zbirk
// narvika.bovcon.com | ales.vaupotic.com/
Eden od temeljnih izzivov za računalniškega umetnika je upravljanje z
zbirkami digitaliziranih podatkov, z digitalnimi arhivi. Po eni strani
programski algoritmi urejajo odnose med elementi arhiva, po drugi
strani pa skrbijo za smiselnost prikazanih podatkov. Vmesniška
razsežnost digitalnega arhiva skrbi za komunikacijo med strogo logiko računalniškega kodiranja pomenov - na podlagi podatkovne zbirke
in uporabnikovega vstopanja - ter med človekovo hermenevtično dejavnostjo, to je razumevanjem računalniško posredovane informacije.
Umetnik na področju digitalnih informacijskih tehnologij razvija svojo
umetnost na ravni t.i. umetniškega kodiranja, upravljanja z računalniško komunikacijo med človekom in računalnikom ter, še pomembneje, sporazumevanja med človekom in drugim človekom ob posredovanju računalnika.
Posebno mesto v celoti izbora zavzema projekt PuppetTool skupine
LeCielEstBleu. Gre za projekt, ki je nastal v okolju Shockwave in zavezuje uporabnika k zelo omejenemu poseganju v projekt. Na podlagi
modularnih elementov lahko s spreminjanjem parametrov ustvarjamo
animacije. Vendar pa nam prav natančno premišljene "omejitve"
omogočajo natančnejši vpogled v logiko digitalnega arhiva - avtorja
sta pripravila osnovne elemente ter algoritme za animacije, to dvoje
pa zagotavlja specifično identiteto animacij, ki jih uporabnik nato sam
izdela. Pri tem ga program sili, da se zave lastne pozicije v procesu
nastanka končnega izgleda vizualizacije; uporabnik ni niti zgolj seme
naključja niti totalni avtor umetnine, ampak uporabnik aparata. S tem
nas PuppetTool vrača nazaj k temeljnim resnicam tehno-umetnosti, ki
avtorstvo podobe razgradi med konstruktorja aparata in uporabnika.
Izbor medmrežnih projektov Open.Line na več mestih in v več predstavljenih projektih prebija horizont "čistega" umetniškega kodiranja, saj se preurejanje odnosov med digitalnimi informacijami dogaja
tako na dejanskih informacijah, bolj ali manj zanimivih za naša življenja, kot tudi "zares" - nove kombinacije elementov ustvarjajo nove pomenljive zveze. Tako spletna umetnost kot umetnost programja nasploh so zato zavezane premišljenemu kodiranju digitaliziranih znakov,
ki skozi rekonstrukcije vzpostavljajo odnose z analognimi znaki ostalih
plasti resničnosti. Zdi se, da lahko prepoznavamo horizont nekakšnega poliperspektivičnega konstruktivizma, torej vnovičnega kodiranja
obstoječih semiotičnih perspektiv resničnosti in njihovih sopostavitev.
Zadnji segment sklopa Open.Line so projekti, ki se osredinjajo okoli
problema integracije računalniške komunikacije v družbeni kontekst.
ArtNetInfo povzema vase tako spletišče MFRU kot spletno revijo. Wikipedia, najpomembnejša spletna enciklopedija danes, ki nastaja po
zaslugi pojava globalne internetne družbe, se tokrat predstavlja s
slovenskimi uredniki in stranmi v slovenskem jeziku. Creative Commons projekt, ki se sooča s pravnimi problemi internetne lastnine, se
prav tako predstavlja s slovenskim delom projekta. Na pravo osredotočen projekt, ki zato zahteva tudi posebno prilagoditev slovenski zakonodaji, daje spletnemu ustvarjalcu oz. komurkoli, ki si želi tako ali
drugače objaviti svoje podatke na spletu, orodje, ki omogoča preprosto določitev pogojev uporabe posamezne vsebine. Creative Commons razrešuje pravne komplikacije internetnih vsebin na treh nivojih
branja: človeškega, računalniškega in pravniškega. Artservs - servis za
sodobno umetnost, projekt Zavoda SCCA, je še eden v seriji spletišč,
ki nudijo usluge, dandanes pravzaprav nujne za delovanje sodobne
umetniške institucije. Na spletnem mestu ali pa prek seznama elektronske pošte umetniki dobivajo podatke o razpisih, štipendijah ter
ostalih priložnostih za predstavitve svojih del ter izobraževanja.
Spletni projekti, ki jih razstava vzpostavlja kot reprezentativno celoto,
se vsi eksplicitno ukvarjajo z vidiki posredovanja zbirke podatkov skozi
računalniško manipulacijo v sferi medmrežja. Izbor predstavlja zelo
različne možnosti, ki jih medijsko polje spletnega arhiva omogoča, ter
pri tem izpostavi heterogenost pojavov, saj se včasih zdi, da so nekateri projekti, npr. PuppetTool skupine LeCielEstBleu, povsem zaprti
vase po modelu modernega umetniškega artefakta, drugi, kot je Wikipedia, pa zgolj posrednik v družbeni komunikaciji. Vendar pa zasnova
Open.Line vztraja pri tem, da ne vključuje del, ki bi se omejevala na
komunikacijo računalnika z računalnikom, saj se ta zdijo za umetnost
medmrežnega objavljanja informacij manj tipična ali pa manj zanimiva/sprejemljiva (pri tem mislimo npr. na "spam" in viruse).
Ob konkretnih projektih lahko izpostavimo več žanrskih zgostitev.
Načrtovanje vmesnika, ki pomaga človeku brati pogosto neobvladljive kupe podatkov je temelj spletnega mesta Newsmap Marcosa Weskampa in Dana Albrittona. Ekran postane preglednica dnevnih novic; urejanje po pomembnosti je pri tem odvisno od internetu lastnih
podatkov, to je od količine povezav. Andruid Kerne je projekt CombinFormation zasnoval z druge strani. V nasprotju s tradicijo deformirajočih "pokvarjenih" spletnih brskalnikov je CombinFormation
program, ki uporabniku meče na površino ekrana podatke z interneta
na podlagi različnih iskalnih nizov. Brskanje pri tem izvaja program,
pravzaprav bot, ki vsebuje veliko nastavitev, s pomočjo katerih se uporabnik spopade s kaosom spleta, še pomembneje pa je, da se bot tudi uči na podlagi uporabnikove interakcije med samim brskanjem po
spletu. Pri tem postane celoten svetovni splet arhiv, ki ga program kot
vmesnik prikazuje.
Runme.org Amy Alexander, Floriana Cramerja, Olge Goriunove, Matthewa Fullerja, Alexa McLeana, Alexeia Shulgina in skupine The Yes
Men je arhiv spletne in softverske umetnosti, ki predvideva dva vstopa: bolj logično urejenega prek drevesa kategorij in podkategorij ter
na intuitiven način prek podobe oblaka ključnih besed. Memory Martina Briclja igriv vstop v podatkovno zbirko še radikalizira ter zgodovino slovenskega oblikovanja vizualnih komunikacij predstavi skozi
popularno poučno igro iskanja parov.
ArtNetInfo je spletno domovanje ArtNetLaba. V ozadju mrežnih strani
sta dve podatkovni zbirki. Prva je video arhiv, ki vsebuje produkcijo
skupine na intermedijski ravni - temu sta namenjena vmesnika
Mouseion Serapeion, ki prikaže uporabniku zadetek ter dinamčno
sestavljen kontekst zadetka obenem, in ad hoc strani letnih produkcij,
ki vsakič na nov način kontekstualizirajo aktualna dogajanja. ArtNetForum uporablja protokol foruma odprtega programja za drugo, tekstualno zbirko, po kateri lahko brskamo na selektivne načine (v nasprotju z neinteraktivno statično zbirko besedil v obliki knjige).
Laboratorijski del ArtNetLaba realizirata podatkovni zbirki na dveh
ravneh: Mouseion Serapeion 2.0 Wiki je eksperiment iz vzpostavljanja
kolektivnih spletnih zbirk - vsak uporabnik ima vse pravice urejanja -,
dvojica OpenNetLab ter LoginNetLab pa skozi testno iniciacijo projekta i-poet eksperimentira z različnimi nivoji zasebnosti v javnosti spleta. ArtNetMagazine uporablja celotno infrastrukturo za bodočo
vzpostavitev slovenske novomedijske revije.
Interaktivno ustvarjanje arhiva, konkretno arhiva t.i. vzhodnoevropske
umetnosti, je temelj projekta East Art Map skupine IRWIN (oddelek
NSK). Gre za izbor dvesto petdesetih umetnikov, umetniških dogodkov in projektov, ki tvorijo ogrodje pojma vzhodnoevropska umetnost. Interaktivni del projekta ponuja možnost, da medmrežni uporabnik predlaga zamenjavo posameznega elementa arhiva z drugim,
ki je po njegovem mnenju (natančno formuliranem v obrazložitvi) ustreznejši od obstoječega. Internetna demokracija, nad katero bedi
strokovna komisija, ki je predlagala začetne enote, se spremeni v poker, katerega zastavki so enote kapitala, ki kroži pod oznako "sodobna
vzhodnoevropska umetnost" ter omogoča nekaterim umetnikom in
kustosom preživetje, druge pa dobesedno briše iz zemljevida vzhodnoevropske umetnosti.
Izbor Open.Line seveda ni izčrpen, zato je treba vsaj omeniti pomembno zavestno izpustitev obsežnega področja projektov, ki bi
pravzaprav morali biti vključeni. Digitalni tridimenzionalni prostori so
seveda digitalni arhivi, ki imajo že dolgo tradicijo tudi na internetu,
npr. prek protokola VRML. Virtualni tridimenzionalno izrisovani prostor ni nikoli prazen, v njem so elementi, odnosi med njimi pa so nujno, že po logiki lastnega obstoja, prostorsko kodirani. Vendar pa se s
tem odpira novo, zelo obsežno problemsko polje, ki bi zahtevalo posebno pozornost in podrobnejšo predstavitev.
Narvika Bovcon, Aleš Vaupotič
Andruid Kerne: combinFormation
http://ecologylab.cs.tamu.edu/combinFormation
Marcos Weskamp: Newsmap
http://www.marumushi.com/apps/newsmap/
Amy Alexander, Florian Cramer, Olga Goriunova, Matthew Fuller, Alex McLean,
Alexei Shulgin, and the Yes Men: Runme.org
http://runme.org/
ArtNetLab - ArtNetInfo
http://black.fri.uni-lj.si/
IRWIN: Eastartmap
http://www.eastartmap.org/
Martin Bricelj: Memory - Zgodovina slovenskega grafičnega oblikovanja/
Memory - A History of Slovene Graphic Design
http://www.memoryplay.com/
Wikipedia Slovenija
http://sl.wikipedia.org/
SCCA-Ljubljana: Artservis
http://www.artservis.org/
Creative Commons Slovenija
http://creativecommons.org/
LeCielEstBleu: PuppetTool
http://www.lecielestbleu.com/html/puppettool.htm
10
Open.Line
// web art of database elements presentation
// narvika.bovcon.com | ales.vaupotic.com/
One of the basic challenges of every computer artist is managing
collections of digitalized data, i.e. digital archives. Programme algorithms on the one hand arrange relations between the elements
of the archive and on the other hand they attend to the meaningfulness of displayed data. Interface dimension of the digital archive
attends to communication between hard logic of computerized
coding of meaning - on the basis of the database and user entry and the human hermeneutic activity, i.e. understanding of computer mediated information. An artist in the field of digital information
technologies develops his art on the level of so called artistic coding, managing of computer communication between a human and
the computer and, even more importantly, communication between two human beings with mediation of the computer.
Selection of web projects Open.Line is breaking the horizon of
"pure" artistic coding in several aspects and with several presented projects, as the rearrangement of relations between digital information occurs on actual information (which are more or less interesting for our lives) and also "in fact" as new combinations of
elements create new meaningful connections. Web art as well as
software art in general are therefore bound to deliberate coding of
digitalized signs, which establishes relations with analogous signs
of other layers of reality through reconstruction. It seems that we
are able to identify a horizon of so-called polyperspective constructivism, a kind of renewed coding of existing semiotic perspectives
of reality and their co-existence.
Web projects, presented by the exhibition as a representative
whole are all explicitly involved with aspects of mediating the database through computer manipulation in the sphere of internet.
The selection represents many different possibilities in the media
field of web archive and emphasizes heterogeneity of phenomena
as it sometimes seems that some projects - such as group's LeCielEstBleu PuppetTool- are almost closed as the model of modern artistic artefact, meanwhile others - such as Wikipedia - act as a mere
mediator in social communication. The Open.Line project however
insists on not including the works limited to communication between computers, as they seem less typical or less interesting/acceptable to the art of publishing information on the web (with this
statement we refer for instance to spam or viruses).
Several genre condensations can be emphasized accounting on
concrete projects. Designing the interface that helps a person to
read frequently messy piles of data is a basis of the web project by
Marcos Weskamp and Dan Albritton called Newsmap. The screen
becomes a table of daily news; sorting by significance depends on
internet's own data, i.e. on the quantity of links. Andruid Kerne
conceptualized the project CombinFormation from the opposite
side. In contrast to deformed, "corrupted" web browsers CombinFormation is a programme that presents the user with data from
the internet on the basis of different search strings. The programme, actually a bot with many settings that offer the user a
chance to battle the chaos on the web, handles browsing; more
importantly - the bot is also capable of learning on the basis of
user interaction while browsing the web. Thus the whole world
web becomes an archive, shown by the programme in the role of
interface.
Runme.org by Amy Alexander, Florian Cramer, Olga Goriunova,
Matthew Fuller, Alex McLean, Alexei Shulgin and The Yes Men
group is an archive of web and software art structured in two major ways: rationally with the list of categories and subcategories
and intuitively with the image of a keyword cloud. The entertaining access to the database is emphasized in Memory by Martin Bricelj, which presents the history of Slovenian visual communications design through the popular "interface" of game Memory.
11
ArtNetInfo is the web home of ArtNetLab. In the background of
web pages are two databases. The first is a video archive that contains the production of the group on the intermedia level - for that
purpose the interface Mouseion Serapeion has been created,
which simultaneously shows the hit and its dynamically constructed context, whereas ad hoc pages of annual productions are centered around a theme that contextualizes current events in a new
way every year. ArtNetForum uses the protocol of open code software for its textual collection, which allows browsing in selective
ways (in contrast to the non-interactive static collection of texts in
the form of a book). The laboratory part of ArtNetLab is made up
of two databases on two different levels: Mouseion Serapeion 2.0
Wiki is an experiment in building collective web databases - every
user has all editing rights -, whereas OpenNetLab and LoginNetLab experiment with different levels of privacy in the public space
of the web through the test initiation of the project i-poet. ArtNetMagazine uses its complete infrastructure for the future installment of the new Slovenian magazine for new media.
A special place in the entire selection belongs to the project PuppetTool by LeCielEstBleu group. The project is developed in Shockwave that binds the user to a very restricted interaction with the
project. By changing the parameters it allows the user to create
animations on the basis of modular elements. Precisely determined "restrictions" are in fact those that enable more accurate
insight into the logic of digital archive - the authors have prepared
basic elements and algorithms for the animations, which ensure a
specific identity of animations made consequently by the user. The
programme thus forces the user to be aware of his own position in
the process of creating the final look of the visualization; the user
is neither merely a random seed nor the total author of the work of
art, but the user of a tool. With that PuppetTool brings us back to
the fundamental truths of techno-art, which decomposes the authorship of image between the constructor of the tool and the
user.
The last segment of Open.Line consists of projects, centered
around the problem of integrating computer communication into
the social context. ArtNetInfo combines both the web portal MFRU
as the web magazine. Wikipedia, the most important web encyclopedia nowadays, that came into being with the emergence of
global internet society is this time introduced with its Slovenian
editors and pages in Slovenian language. Project Creative Commons which is facing legal problems with property on the internet
is also presented with its Slovenian part. The project which centers
itself on law and thus requires a special adaptation to Slovenian
legislation, offers the creator of web content or any person that
wishes to publish his data on the internet in one form or another, a
tool that allows a simple definition of terms of use for specific content. Creative Commons solves the legal complications of internet
content on three levels: human, computer and legal. Artservis service for contemporary art, a project of SCAA Ljubljana is another contender in the series of web pages providing services that are
nowadays essential for operational contemporary art institution.
Artists receive information about applications, scholarships and
other opportunities for presentation of their work and education
through web pages or through mailing lists.
Interactive creation of the archive, precisely the archive of Eastern
European art, is a foundation of East Art Map project by the group
IRWIN (division of NSK). It is basically a selection of 250 artists, artistic events and projects that form a framework of the concept of
Eastern European art. The interactive part of the project offers the
web user a possibility to propose a replacement for a certain element of the archive that is in his opinion (precisely formulated in
the proposal) more suited than the existing one. Internet democracy, carefully watched over by an expert committee which proposed the initial entries, is converted to a game of poker played for
the units of capital circulated under the term of "contemporary art
of Eastern Europe" and as such giving some artists and curators a
chance of survival while others are literally being erased from the
map of Eastern European art.
Because the selection of Open.Line is by no means exhaustive it is
necessary to mention the omitting of an extensive field of projects
that should have been included into consideration of digital archives. Digital three-dimensional spaces are digital archives with a
long history on the internet, for instance with the VRML protocol.
Virtual three-dimensionally designed space is never empty; it contains elements and relations between them, which are by the logic
of their own existence necessarily spatially coded. This concept
however opens a new, very extensive problem filed which would
demand a special attention and a more detailed presentation.
Narvika Bovcon, Aleš Vaupotič
Open.Line
http://ecologylab.cs.tamu.edu/combinFormation/
Andruid Kerne & Interface Ecology Lab: combinFormation
http://andruid.com/ Andruid Kerne, Eunyee Koh, Steve Smith, Blake Dworaczyk, Daniel Caurso,
Ross Graeber, Hyun Choi, J. Michael Mistrot, Mahur Khandelwal, Andrew Webb
Raba kompozicije za re-prezentacijo
osebnih zbirk hiperznakov/
Using Composition to Re-Present
Personal Collections of Hypersigns
Andruid Kerne, J. Michael Mistrot, Madhur Khandelwal,
Vikram Sundaram, Eunyee Koh
Interface Ecology Lab
Center for Study of Digital Libraries, Computer Science Deptartment
Texas A&M University, College Station, TX 77845, USA
+1 979.862.3217
[email protected], [email protected],
{madhur, [email protected]}, [email protected]
"A language (langue) is a social institution and a system of values… that
resists the modifications coming from a single individual. In contrast, speech
(parole) is essentially an individual act of selection and actualization, the
combination thanks to which the speaking subject can use the code of the
language with a view to expressing his personal thought.
The sign is a compound of a signifier and a signified. The plane of signifiers
constitutes the plane of expression and that of the signified the plane of
content… The sign-function … is the very unit where the relations of the
technical and the significant are woven together."
Roland Barthes, Elements of Semiology
ABSTRACT
The hyperlink is structurally amenable to semiotic analysis. Anchor
and destination function as signifier and signified. Especially
significant are digital surrogates, such as Amazon catalogue
entries, and Google gists. These are systematically produced
hypertextual signifier-signified pairings. This paper develops a new
semiotic operand, the hypersign, emphasizing the role of
hyperlinked surrogates in information age communication.
We consider work by art theorist John Berger, installation artist
Hanne Darboven, and hip-hop DJ Spooky, while theorizing about
transformational forms for personal hypersign collections. We
provide an architectural overview of combinFormation, a mixedinitiative tool for using composition to re-present personal
collections of hypersigns. combinFormation interjects personal
speech, or syntagm, into the process of collecting information
resources. We illustrate the use of combinFormation by developing
a navigable composition of hypersigns based on the source
materials of this paper. The result is a form of recombinant
information, in which visual bookmarks are transformed through
remix/assemblage, creating new meanings. Like the work of
Darboven and Spooky, the resulting form interjects a personal
sense into the experience of reproductions. In doing so, it recasts
Benjamin's aura of the original through a postmodern process of
personal collection. By connecting theory and practice through
information artifacts, and concurrently remixing methodologies,
this paper+composition functions as an interface ecosystem.
POVZETEK
Hiperpovezavo lahko analiziramo semiotično. Sidro in cilj delujeta
kot označevalec in označenec. Posebej pomembni so digitalni
surogati, kot so npr. vpisi v katalog Amazon in Googlovi kratki
povzetki. Gre za sistematično narejene hipertekstualne pare
označevalec-označenec. Razprava razvija nov semiotični operand,
hiperznak, ki poudarja vlogo hiperpovezanih surogatov v
komunikaciji informacijske dobe.
Pri razpravljanju o transformacijskih oblikah za osebne zbirke
hiperznakov se ukvarjamo z delom umetnostnega teoretika Johna
Bergerja, umetnico instalacij Hanne Darboven in hip-hop DJ-jem
Spookyjem. Predstavljamo arhitekturni pregled combinFormation,
orodja mešane iniciative za rabo kompozicije za re-prezentacijo
osebnih zbirk hiperznakov. combinFormation vrine osebni govor,
ali sintagmo, v proces zbiranja informacijskih virov. Rabo
combinFormation ilustriramo s tem, da razvijemo kompozicijo
hiperznakov, z omogočeno navigacijo, na podlagi virov te
razprave. Rezultat je oblika rekombinirane informacije, v kateri se
vizualni zaznamki preoblikujejo skozi remiks/montažo, pri tem pa
ustvarjajo nove pomene. Kot v delih Darbovnove in Spookyja
končna oblika vrine osebno noto v doživetje reprodukcij. Pri tem
vnovič vzpostavlja Benjaminovo auro originala skozi postmoderni
proces osebne zbirke. S povezovanjem teorije in prakse v
informacijskih artefaktih in hkratnim premešanjem metodologij
pričujoča razprava+kompozicija učinkuje kot vmesniški ekosistem.
12
Open.Line
Using Composition to Re-Present Personal Collections of Hypersigns
1. SIGNIFIER-SIGNIFIED-SIGN
4. THE SEMIOTIC FORM OF HYPERSIGN SETS
Saussure's semiotics are based on the coupling of the signifier and the signified in the sign [28]. The signifier is a label, name, or icon, used to refer. The
signified is the content or concept being referred to. The conjunction is tight.
It is systemized in the practices of a language, or semiotic code, by a society.
We can apply this construct in the analysis of meaning in information age
ecologies [16]. Such analysis straddles media, cultures, methodologies, and
epistemologies. For an initial example, in declarative programming languages, the signifier is the name of a variable; the signified is its value.
Barthes [1, 2] and Baudrillard [3] extend this formulation to account for nth
order nested sign amalgams. Barthes describes such phenomena in terms
of metalanguage. One example is that a calm and dignified looking person of color saluting the French flag conveys a sense or order and dignity in
French globalism [2]. Another example is the use of the term "world wide"
web as a means of suggesting that everyone has equal access to digital information. However, 41% of those online are in North America, which has
only 6% of the world's population [9]. This means that in actuality people
in North America are an order of magnitude more likely to have access to
the net than those elsewhere.
When we make a search query -- to Google, Amazon, or the ACM Digital
Library -- we typically get back a set of similar hypersigns, such as a list of
representations of articles or DVDs. Such sets correspond to what Barthes
calls system, which corresponds to langue. Such a semiotic system is a homogeneous set of signs derived in association to a common term. The association, rather than an a priori common context, is the set's organizing
principle. The search query is exactly this type of associational basis. In this
way, the result set represents a language system.
Barthes offers another axis of semiotics, perpendicular to systematic language. Syntagm is a combination of co-contextualized signs which correspond to speech (parole). This is an individualized set, such as the clothes
a person is wearing at one time, or all the furniture in a single house. At
first blush, syntagm would seem to correspond to the personal collections
of hypersigns that we are interested in: e.g., the shopping cart, the set of
references that are associated with the development of an academic paper,
or the set of bookmarks to cool stuff on the net that one teenager sends to
another.
Yet, we must consider the process through which these personal collections are formed. That is, typically, early in the process of conducting research, a person will form queries to find relevant information resources.
The particular results they decide to collect and use can be seen as a residue or crystallization, which emerges from these searches. The search
queries formed and hypersign result sets received play an integral role in
the process of forming personal collections, and so are, themselves, significant artifacts. Thus, in one type of personal representation of a research
collection, surrogates of the most relevant results are foregrounded, over a
background formed by the other more or less relevant results. The personal
and the systematic are combined. We believe that from a semiotic perspective, the significant hypersign sets people need to collect are both syntagmatic and systematic.
Our research is focused on the semiotic form of the collections that people
need and desire to create when they work and play with information. To
what extent are the forms of individual and collected hypersign signifiers
determined by the automata that produce them? To what extent can humans affect them? What role can expression play in these processes?
We turn to art history and critical theory. John Berger (citing Benjamin [4])
observes that in the age of reproduction, the role of the art museum has
changed [5]. Instead of simply presenting paintings as visual artifacts, museums re-present the authority of the original, in relation to reproductions.
Berger is unsatisfied with this role. He sketches an alternative paradigm for
the museum in the postmodern era:
2. SURROGATES
Surrogate is a term from library science. A surrogate is "a replacement for an
original item, … which gives some description of the item, and how it can be
obtained" [7]. Examples of surrogates include entries in catalogues, bibliographic citations, search engine result set elements, and bookmarks. As
Greene et al have observed, "in browsing, surrogates provide an important
alternative to primary objects as they take far less time to examine," while "in
digital libraries and archives, surrogates are crucial for browsing large distributed collections that result from filtering programs or analytical queries of the
data space. The need for inventing new types of surrogates underlies much
of the research in digital libraries" [13]. Semiotics has a role to play in this research, because it addresses the structure of representations of meaning.
Surrogates are often retrieved as members of result sets, in response to
search queries, or category-based browse requests. Typical applications,
from Google to eBay, present these collections of surrogates in the form of
lists. Particularly since people involved in browsing and searching spend so
much time interacting with result sets of surrogates, the form of their representation deserves consideration.
3. SEMIOTICS OF THE HYPERLINK
13
We can use semiotics to analyze the function of surrogates in the context of
hypermedia, the web, and digital libraries. Most basically, a hyperlink constitutes a sign conjunction. The link source, known as its anchor text or
iconographic image, is a signifier. The href destination is its signified. Aesthetics, style, and semiotics function structurally in the construction of
meaning across the hyperlink. For example, according to Tosca, the structure of the hyperlink association can be more straightforward (requiring
less thinking), or more lyrical (requiring contemplation to understand).
Lyricality, in this sense, can be seen as part of a cognitive process of ideation [11], in which new understandings are arrived at through engagement with the signifier-signified pairing of the hyperlink. The information
discovery framework addresses the iterative reformulation of interests and
goals, and the emergence of new ideas, during processes in which a person engages with digital information resources [18].
The hyperlink as sign strikes us a relation that is emblematic of the information age. Hypermedia surrogates constitute a special subset of these postmodern phenomena. In their role as descriptive replacements, surrogates
are created particularly to function as signifiers; the original object is the
signified. The conjunction of surrogate and hyperlink reference object interoperate as a fundamental unit of meaning, that is, as a sign.
Surrogates are created and re-presented according to structural schemas.
In this, sets of surrogates from a single source instantiate consistent signifier forms. In addition to Google result sets, commercial electronic catalogs,
online catalogues of brick and mortar libraries, and digital libraries are examples. Metadata ontologies play a fundamental role in this bridging between signified and signifier, as do presentation templates. These schemas
define the form of a collection, through the plane of signifiers. The uniformity effected by surrogate structures in the presentation of a collection
corresponds to the homogenous perspective in terms of which Barthes'
identifies typical structuralist activity as the building of a simulacrum [1:
95-97], or simulation model, of the objects of investigation. Such phenomena encompass and go beyond branding, and particular experiences of (1)
form query, (2) browse choices, and (3) select product. They delimit a
metalinguistic form. Thus, the semiotic structure of an Amazon catalogue
entry goes beyond selling a particular product, such as a DJ Spooky album
(figure 1); it conveys the e-commerce marketplace as a whole. Likewise,
the representation of Google result set gists goes beyond the results of a
particular query on "hypersign" (figure 2), to stand for the process of effectively searching the web. This role of the hyperlink as sign in the representation of surrogates is so significant in the digital landscape, extending
over, across, and through the terrain of browsers, search engines, electronic commerce, and digital libraries, that we call the hypermedia surrogate,
hypersign. According to the search query of figure 2, this usage appears to
be new. It shows that the term hypersign has not previously been used in
semiotic or hypertext theory. In this example, the act of googling, and the
sign of a Google surrogate result set play a standardized role in the validation of innovation.
Adults and children sometimes have boards … on which they pin
pieces of newspaper cuttings, original drawings, postcards. On each
board all the images belong to the same language and are all more
or less equal within it, because they have been chosen in a highly
personal way to match and express the experience of the room's inhabitant. [5: 31]
In Berger's model, the museum is a personal collection of reproductions,
which is formed by the individual. The notion of "belonging to the same
language," in this context, invokes langue and parole, at the same time. It
is certainly personal speech, and thus parole/syntagm. Yet the push pin
board may be used to collect, for example, a set of impressionist paintings,
in which case systematic langue is invoked.
In contrast, we observe that the normal forms of hypersigns employed on
the web are notable by how fixed they are. This is ironic, since digital media are so amenable to manipulation. Thus, while a user can type a word
into a search box, one result set is typically received. There is little generally
available in the way of mechanisms that enable one to move forward from
the search in a personalized way, that is, in a form that corresponds to
speech (parole), and syntagm, assembling hypersigns across queries. Exceptions to this tend to be limited in the expressiveness of their form. The
browser "favorites menu," and the Amazon shopping cart and wish list allow for the construction of personalized lists. Yet the surrogates are textual.
The format is fixed, rather than fluid, like the push-pin board. "My EBay," a
more advanced incarnation, likewise consists of a list of lists (e.g., items
I'm watching, items I'm bidding on, items I've bought). The user can customize which lists are displayed, and the order of these lists on the page.
The list form does little to aid the user creatively, cognitively or semiotically
in seeing how the items can function together as an ensemble or mental
set, that is, in functioning syntagmatically. Instead, it challenges the capacities of human working memory [18].
The list and the push-pin board are differentiated by their degree of flexibility. Prior spatial hypertext systems [e.g., 24] give users the ability to manipulate elements spatially. However, they do not facilitate the manipulation of surrogates, in particular. That is, they leave the process of forming
personal collections, and of maintaining the links of the surrogate hypersign, to the user.
Installation artist Hanne Darboven creates personal collections systematically [6]. She uses reproduced artifacts as elements. For example,
"Friedrich II, Harburg 1986" consists of 398 prints of the same photograph,
each annotated with a different handwritten text. The photograph is historic. It depicts a street scene, with a street car, pushcarts, and bicycles. A consistent form of annotation is employed. The resulting elements are re-presented in a grid structure. The form of the re-presentation transforms the
reproductions into a new original. While the resulting language is personal
for her, the audience receives a beautiful edifice of arbitrary structure, that
is simultaneously distinctive and imposing.
Open.Line
Hip-hop musician Paul Miller (aka DJ Spooky) connects the formation of
conceptual frameworks with rhythm. He identifies the assemblage of elements of identity, which characterizes the information age through immersion in data, as multiplex consciousness. Miller defines DJing in terms of
rhythm science:
Rhythm science uses an endless recontextualizing as a core compositional strategy… DJs are griots, and whether their stories are conscious or unconscious, narratives are implicit in the sampling idea..
The mix breaks free of old associations. The languages evolve and
learn to speak in new forms, new thoughts… Sampling allows people to replay their own memories… At the end of the day, it's all
about reprocessing the world around you [27: 21-27].
The hypersign is a significant type of sample. Surrogates are produced explicitly as samples, to represent the original object. They arrive in our field
of browsing as anchors, dressed in hyperlinks. The Interface Ecology Lab
researchers are interested in how hypersigns function in people's processes
of creating meaning. People encounter hypersigns while browsing and
searching. We use them as we work to construct new plans, new ideas,
new knowledge. We use them as well, as we play with information, in
more freeform processes. We form personal collections when we research,
when we write, when we buy, and while we are entertained. We need to
discover how to enable users to re-present these collections of syntagmatic
and systematic hypersign forms. To this end, the Interface Ecology Lab is
engaged in building software to support personal and public processes of
hypersign remix [15].
5. combinFormation: COMPOSING HYPERSIGN COLLECTIONS
Our software gives people tools for re-presenting hypersign collections,
whose information elements need to be connected in the mind, across experiences of interaction, cognition, understanding, and use. The focus
moves from fixed forms, which are presented for binary one-shot decisions
of accept or reject, to malleable forms which can be contemplated and manipulated by the user, forming personal re-presentations. We are developing a transformative digital engine that enables a person to engage in syntagm/parole with digital surrogates, by reappropriating the hypersign
forms, and recasting them as personal speech. The basic idea is to gather
hypersigns in a compositional space that enables a person to modify and
recombine them. This form integrates prevailing language systems of surrogates, with new potentials for personal expression and recontextualization. These compositions can be shared via email and published on the
web [17].
In order to facilitate the person's process of gathering relevant hypersigns,
the system integrates a composition agent into the process of creating the
information space (figure 3). In this way, combinFormation is a mixed-initiative system that uses composition for browsing, collecting, and arranging information samples from web pages. In the current implementation,
these samples are images and sentences of text. The samples act as visual,
semiotic, and navigational surrogates for the documents from which they
are extracted. When they are brought into the composition space, the images and texts retain the structure of first class samples; that is, they remain
connected to their source and hyperlink documents, as hypersigns.
The initiatives mixed in combinFormation are the system's generation of
composition, and the user's direct manipulation (figure 3). The system's
generative actions -- collecting hypersigns, and composing them visually -are conducted iteratively, based on a user model. The system presents the
ongoing generation of the composition to the user in an interactive information space. In this space, one of the user's initiatives is to directly manipulate the composition through interactive design operations, which enable samples to be displaced, layered, resized, annotated, and removed.
Another user initiative is to navigate through the sample as hypersign, connecting to a traditional browser. The user's third form of initiative is to express positive or negative interest in each sample. Expressions of interest
affect the model, creating a feedback loop through the information space
display (figure 3).
combinFormation uses an underlying grid structure for the layout of elements, as it adds them to the composition. The grid works quite differently
than Darboven's [6], because the elements are heterogeneous, rather than
homogeneous. In addition to containing different colors and shapes, the
elements possess different aspect ratios. They are assigned different sizes,
by the composition agent, based on their relative importance. As the space
fills up, over time, new elements are expected to overlap prior ones. In the
current implementation, the agent places each new element over the contiguous set of grid cells of the assigned size, which corresponds to the lowest weight candidate area. The user can override grid-based layout, by using the grab tool to reposition elements in the space.
The current combinFormation interface includes three floating toolbars. Initially, they are distributed vertically, on the right side of the space. Each
toolbar can be dragged to anywhere on the user's screen. The top toolbar
(figure 7) controls text-image mix. It defaults to 60% images. The center
toolbar (figures 6, 7) enables selection of composition/navigation tool on
the left side, and interest expression on the right. These options are orthogonal [19]; that is, they can be combined independently. Interest can be
neutral, positive, or negative. The conjunction is displayed in the cursor. At
the start of a session, composition/navigation is set to navigate, while interest expression is neutral. The other composition and interest expression actions can be selected by clicking the appropriate icon, or by toggling with
arrow keys (composition/navigation via left/right; interest expression via
up/down).
Elements are activated for interaction with the expression-interest tool conjunction, by simple mouse over, rather than click. This choice of interaction
design style emphasizes fluidity. Activated elements display metadata in
the context of the composition. There are no dialog boxes. Mouse over activation also provides local tools, such as one for initiating search, and an edit palette for element-specific (rather than assemblage-scope) composition
actions, such as font change or transparency toggle. Clicking an activated
element causes the selected composition and interest expression effects to
be processed.
The bottom toolbar (figure 7) is the tape recorder transport. In record
mode, the usual initial state, the agent engages in generative visual composition. This can be paused. Prior states can also be traversed with reverse
and forward play, and with a history jog-shuttle. These controls address
the temporal form of the mixed initiative medium [21].
The composition space is split into 2 regions, delimited by a thin grey and
white line (figure 7). The outer area is the cool space. This is for the human, only. In the center is the mixed-imitative hot space. The composition
agent adds elements here, and as the space fills, will also remove elements
from here. We have appropriated the language of McLuhan [25]: a hot medium, such as film, saturates its audience with information. A cool one,
such as the novel, leaves more of the sense of view forming to the audience
member's imagination.
6. HYPERSIGN RE:MIX SESSION
We will now explain the combinFormation experience through a first-person example session narrative. In this session, we will compose research
source materials associated with this paper. combinFormation is a clientside web application, implemented as a veneer of DHTML, which gathers
runtime parameters, and passes them as it invokes a signed Java applet. To
use the software, you access the combinFormation web address [15] in a
traditional browser, and then click "launch."1 The launch page offers several forms for seeding [20] a session. This is the specification of initial documents, which are downloaded, and sampled. Information element surrogates encountered become candidates for the agent's subsequent
generative visual composition initiatives. Hyperlinks become candidates for
generative information collecting, via web crawling. (See the architecture
overview in figure 3.)
In the example case, I have utilized the re:mix seeding interface (figure 5).
This particular front-end enables specification of any number of seeds, and
allows mixing of seed types, such as web site addresses, and search queries. I specify a couple of web sites (Mercer's paper, "The Consumption of
Links" [26], and EBay), and then several searches in areas that have been
cited. Then, I click launch.
The program processes search queries in a tailored manner. It uses Google to
perform the searches. It does not actually bring samples from the Google results page - the standard surrogates -- into the composition. Instead, it immediately downloads the first fifteen Google result pages, from their web
sites. These get sampled. The samples are collected in a set of candidates,
which feeds the composition. Those of the collected samples that are selected for visual composition will function as hypersigns. Similarly, the links from
the downloaded pages become candidates to feed the web crawler.
The applet initializes the interface. The space begins to fill. Some excellent
images of Hanne Darboven's work enter. I use positive interest expression
(up arrow in center toolbar, right side; this is also available with the up-arrow keyboard accelerator), to put some positive interest on one of these elements. I drag it over to the cool space (using the grab tool: center toolbar,
left side), in the peripherae. This is a way to make sure that the agent
won't remove it, or cover it up. I shift to neutral, so as not to express too
much interest, too fast, and drag another Darboven image over. I repeat
this pattern -- express some interest and drag to cool space -- the same
with a DJ Spooky image. I also drag the EBay logo over, but with neutral interest expression. A bunch of other EBay elements are showing up. They
are not interesting to me; I shift the center toolbar left, use the down arrow
to express negative interest, and remove several of them.
At this point (figure 7), I pause generation of the space. It seems to me that
while I'm getting good stuff, and the session is going well, the center feels
crowded with elements that I'm not crazy about, visually. I'm also really
wishing for some John Berger material. I cut a bunch of elements, using
negative interest. But this feels tiring. So, I press the clear button (lower
toolbar, the tape recorder transport, very left). This is the button with the
partial circle and arrow pointing counter clockwise. Immediately, all the elements in the center hot space are removed (figure 8). I use File -> Undo to
toggle back and forth once, to make sure that I didn't delete any elements
that I wanted. I feel satisfied.
I unpause composition generation. An element enters from a site about
John Berger's Ways of Seeing. I click it a few times with positive interest, to
strongly promote collecting related elements. These begin to flow into the
space. The system also begins to respond to my expression of interest in DJ
Spooky / Paul Miller. I drag the elements I like best out to the cool space. I
reach the state shown in figure 9.
In figure 9, an image element with text that reads "Reviews and Features,"
is selected via mouse over interaction. I have set the composition-interest
tool state to cut + positive interest. This is because the subject - reviews of
albums by Spooky - is of interest. But the image itself is not visually strong,
so I wish to remove it. Immediately after taking the screen shot, I click, simultaneously cutting the element and asking for more related information.
Next, I realize that I want Google depicted in the composition. But even
though combinFormation has used Google to conduct the search, I haven't included the look and feel of their site directly in the seeding. On this
1 First time users will likely need to click
"support" to install Java, and configure the
Java plug-in, prior to using the program.
Using Composition to Re-Present Personal Collections of Hypersigns
14
Figure 4: Re-presenting the ideas of this paper as a composition of hypersigns. Samples include works by and about Hanne Darboven, DJ Spooky, John Berger, Google, and EBay.
Figure 7: Move desired elements to the cool space, and pause.
Figure 8: After clearing the hot space of extraneous elements.
Figure 9: With more relevant elements on DJ Spooky and Ways of Seeing. An element
is selected, displaying descriptive metadata. The cursor is poised for "positive cut."
Figure 10: Hypersigns from Google and Ways of Seeing have been composed
through human imitative of drag and drop.
Figure 11: An extremely dense and rich space, after further generation of composition.
The agent is retrieving many interesting elements. The composition clearly exhibits
the influences both of myself, and of the agent. Two of the toolbars have been dragged
out of the way, to permit clearer viewing of and interaction with the composition.
15
Figure 6: Composition + Interest
Expression toolbar with selected
operations: grab + positive interest.
Figure 5: Launching the re:mix to seed an information
surrogates composition session in combinFormation.
Figure 2: a set of Google surrogates.
Figure 3: An overview of combinFormation's mixed-initiatives architecture. The agent engages in generative information collecting and visual composition. The user engages in interest expression and composes design. State flows through the model.
Figure 1: an Amazon surrogate.
Open.Line
Using Composition to Re-Present Personal Collections of Hypersigns
occasion, Google's presence must be made explicit. I use the traditional
browser to find a page in google.com, with the plain Google logo. (This is
a bit more work than usual, because the Olympics are on, and most of the
Google logos have been altered to celebrate them.) I use drag and drop to
bring the Google logo into the center of the composition. I immediately resize this element to be larger, because Google plays such a major role in
how people collect information. I simply use mouse over selection, and
then drag one of the corner boxes.
I continue to compose with drag and drop. I use the navigate tool to go to
a page from the Berger site. This page includes links to larger versions of
most of the image examples from the book. I drag several of these into the
space, as well. The result is figure 10.
I collect more hypersigns. I recall that there is an image on the New York
Times web site this evening, in which a stock ticker shows a message about
Google's IPO, and a decline in their initial asking price. The image strikes
me as a signifier for the role of economy in shaping our experience of information, and the sometimes hard to comprehend manner in which this
works. I drag this image in, as well. I want the new elements to feel more
connected, visually, so I use the element editing panel to add compositing
to several of them. I then turn generate back on. The space grows extremely dense, resulting in figure 11.
I enter a final stage of work: preparing the composition for re-presentation
to an audience. I eliminate many elements, reducing density. I compose elements spatially, with more definite intention. I restore the EBay logo,
which I somehow lost track of, with drag and drop. I make some text elements larger, and some elements smaller.
I take a break and return. Now, I make fine changes. I move the Darboven
image near the top left up some, so one of the mannequins seems to be
standing on the p. 57 label in the proximate Berger image. At the same
time, I shift the EBay logo to give it more space, let it breathe. I position
this logo clearly in relation to the other mannequin's hand, so it almost
seems to emanate from it. The work of Darboven and EBay both involve
mechanistic processes of forming and representing collections, which are
also personal. Darboven's work can be interpreted as a commentary on
the role of automata in our lives. EBay, Google, and Amazon are signs of
this, as prominent corporate entities.
I alter the opacity of a number of elements. Specifically, I make two of the
Darboven images, and one of the images from Ways of Seeing (Goya's Still
Life with a Sheep's Head) opaque, so they read more strongly. I do this by
unchecking "compositing" on the edit palette that pops up on mouse
over. (This palette can be seen with a different image, in figure 9.) I also
adjust the stacking order of elements, by lifting some with Shift-Click (grab
tool). In the composition as a whole, the opaque elements are still strongly
composited. This is because for the elements that overlap them, compositing remains selected. These elements are re-presented with transparent
borders. The program uses an alpha gradient to cross fade elements with
"compositing" checked. The way this works is that the extreme border region of a composited element is processed to be more transparent. The
center remains opaque. Transparency, also known as alpha, is interpolated
across this region. In video editing, this technique is known as masking. In
commercials and feature films, masking is executed to create perfectly
composited scenes, in which the viewer will see elements as naturally part
of the same landscape. In combinFormation, since the seams often show;
the role of compositing is made visible. This changes its function from
spectacle to detournement [8]. The new usage contrasts with Manovich's
prior analysis of the prevailing popular media use of compositing in mainstream film and television [23].
The final composition is shown in figure 4. I save this version. The program
produces several forms of the composition, when I hit File -> Save. First, it
produces an XML file. This file includes textual elements by value, and image elements and source documents by reference. It is a metadocument,
that is, a collection of references to other documents [12, 17]. The XML
metadocument can be opened again by the program. People can open the
saved XML form of the hypersign composition in one of two ways. To access it from a hard disk, use re:open as the launch option. Then, File ->
Open. Or, the space can be uploaded to a web server. A special URL syntax
can be constructed for hyperlinking to the saved information space [17].
The XML file is passed as an argument to a special seeding web page,
which will in turn pass the saved space to combinFormation on launch.
In this mode, publishing the composition of hypersigns is fully enabling for
the "reader." That is, the reader receives the composition in the same environment in which it is produced. The hypersigns do much more than enable navigation. Their meanings are connected through the form of the
composition. When opened, the composition can be further manipulated.
Reading and writing become symmetrical, identical acts, which proceed
iteratively. The new reader inherits the interest model of the prior writer, as
well as the design. The reader as author can use combinFormation to express new senses of interest, and change the design to suit her own ideas.
S/he can also use the program's generative agent to continue the process
of information riffing. S/he can save a new form of the composition, and
publish again.
Additionally, the program outputs a JPEG image of the composition, and
an HTML file, with an image map, that references the JPEG. The HTML
form of the composition also functions as a visual and navigational metadocument. It has the advantage that it can be opened in any standard web
browser, without requiring Java to be installed and configured. The HTML
form is not open to further manipulation by the agent or the user. It instantiates a more typical publishing model, in which the author and reader are
separated by different environments for production and consumption.
7. DISCUSSION
The saved form of the composition connects the work of Darboven, Miller/Spooky, Berger, Google, and EBay through visual semiotics. It re-presents the ideas of this paper, through demonstration. The composition can
be considered as a supplementary text; or the paper can be considered as
notes on the composition as primary text. The composition is a mix, a form
of recombinant information [20]. New meanings are created through the
assemblage of found elements. The creative frameworks of generations of
visual artists, such Duchamp [22] and, Ernst [30], filmmakers, such as Eisenstein [10], and hip-hop composers, such as Spooky and Public Enemy
[28], are invoked.
combinFormation enables authoring by reference with web media. The resulting compositional form is the visual metadocument. These are not just
images and texts. They are surrogates, which can be navigated, to retrieve
original source materials. They are hypersigns, which refer to and re-present the ideas expressed in the source and hyperlinked documents. They are
recontextualized in the compositional space of remix / detournement. They
are new forms of information, transformations of Google's detritus.
Benjamin decries the loss of the aura of the original, as creative works are
reproduced in the age of reproduction [4]. Yet, as in the example of Darboven's work, a postmodern aura emerges. This is the aura of the personal
collection, in which mass produced objects are recontextualized and annotated. Formalism is one means in this process. The appropriated objects
become personal when we interject our own forms through them. Composition is a means for transforming personal collections of hypersigns, so
they grow syntagmatic, even as a residue of systematic language remains.
The mixed-initiatives of combinFormation bring to the public at large tools
for engaging in this process of composing hypersigns. The agent's initiative, as well as the logics of underlying dynamic content digital providers
such as Google, Amazon and EBay, transmit a re-presented form of prevailing systematic langue through this engagement. The user's initiatives interject syntagmatic forms of personal meaning. We believe that by supporting personal expression as such, we will promote people's creative
processes of information discovery [18], as well as their sense of empowerment. As developers, the Interface Ecology Lab's underlying goal is to elevate the role of personal speech (parole) and creative process in everyday
interactions with information.
The composition created to demonstrate the ideas of this essay instantiates
the interface as border zone between heterogeneous systems of representation [16]. Semiotics, information science, design, human computer interaction, art history, musicology, and computer science are among the remixed methodologies. As the theorist, I am present, developing a first
person narrative of my own experience. The composition and the narrative
about its creation connect theory and practice self-referentially, in a
strange loop [14], by utilizing materials on the subject at hand. The product is part of the environment that it describes. Discourse about theory is
instantiated through practice. Through this process and form, the composition+essay functions as an interface ecosystem.
[1] Barthes, R., Elements of Semiology, New York :Farrar Straus and Giroux, 1964. [2] Barthes,
R., Mythologies, New York : Farrar Straus and Giroux, 1957. [3] Baudrillard, J., For a Critique of
the Political Economy of the Sign, New York: Telos Press, 1981. [4] Benjamin, W., The Work of
Art in the Age of Mechanical Reproduction, in Illuminations, New York: Schocken Books, 1935.
[5] Berger, J., Blomberg, S., Fox, C., Dibb, M., Hollis, R., Ways of Seeing, New York: Penguin
Books, 1972. [6] Burgbacher-Krupka, I., Hanne Darboven: Constructed Literary Musical, Stuttgart: Cantz Verlag, 1994. [7] Burke, M., Organization of Multimedia Resources, Hampshire, UK:
Gower, 1999. [8] Debord, G., Situationist International Anthology, Bureau of Public Secrets:
Berkeley, California, 1981. [9] Digital Divide Network, Digital Divide Basics Fact Sheet,
http://www.digitaldividenetwork.org/content/stories/index.cfm?key=168, 2004. [10] Eisenstein, S., Film Form, Orlando: Harcourt Brace, 1949. [11] Finke, R., Ward, T., and Smith, S. Creative Cognition. Cambridge MA., MIT Press, 1992. [12] Furuta, R. Shipman, F., Marshall, C.
Brenner, D., Hsieh, H.. Hypertext paths and the World-Wide Web: experiences with Walden's
Paths. Proc ACM Hypertext, 167-176, 1997. [13] Greene, S., Marchionini1, G., Plaisant, C.,
Shneiderman, B., Previews and Overviews in Digital Libraries: Designing Surrogates to Support
Visual Information Seeking, JASIS, 51:4, 2000, 380-393. [14] Hofstadter, D., Gödel, Escher,
Bach: An Eternal Golden Braid, New York: Basic Books, 1979. [15] Interface Ecology Lab, combinFormation, http://ecologylab.cs.tamu.edu/combinFormation, 2004. [16] Kerne, A. Interface
Ecosystem, The Fundamental Unit of Information Age Ecology, Proc SIGGRAPH 2002 Art and
Animation, 142-145. [17] Kerne, A., Khandelwal, M., Sundaram, V. Publishing Evolving Metadocuments on the Web, Proc Hypertext 2003, 104-105. [18] Kerne, A., Smith, S.M., The Information Discovery Framework, Proc DIS 2004, 357-360. [19] Kerne, A., Smith, S.M., Mistrot,
J.M., Sundaram, V., Khandelwal, M., Wang, J., Mapping Interest and Design for Expressive
Mixed-Initiative Information Composition, submitted to ACM Creativity and Cognition 2004.
[20] Kerne, A., Sundaram, V., A Recombinant Information Space. Proc COSIGN 2003, 48-57.
[21] Khandelwal, M., Kerne, A., Mistrot, J.M.,. Manipulating History in Generative Hypermedia, Proc Hypertext 2004, 139-140. [22] Lippard, L. Dadas on Art. Englewd Cliffs NJ, 1971. [23]
Manovich, L. The Language of New Media, Cambridge: MIT Press, 2001. [24] Marshall, C.C.,
Shipman, F.M., VIKI: Spatial hypertext supporting emergent structure, Proc ECHT 1994, 13-23.
[25] McLuhan, M., Lapham, L.H., Understanding Media: The Extensions of Man, Cambridge,
MIT Press, 1994. [26] Mercer, T. The Consumption of Links: Hypertext and John Berger's Ways
of Seeing, http://www.drizzle.com/~tmercer/consumption/, 2002. [27] Miller, P.D., Rhythm
Science, Cambridge, MA: MIT Press, 2004. [28] Public Enemy. It takes a nation of millions to
hold us back. New York, Def Jam, 1995. [29] Saussure, F. de., Course In General Linguistics,
New York: McGraw-Hill, 1916. [30] Spies, W. Max Ernst Collages: The Invention of the Surrealist Universe. NY, Harry Abrams. 1988.
First published at COSIGN-2004, 14 - 16 September 2004, University of Split (Croatia).
Copyright 2004 by the authors.
16
Open.Line
http://www.marumushi.com/apps/newsmap/
Ma r co s Wes kam p, Da n A l britt on: N ews m a p
koncept, oblikovanje/concept, design:
Marcos Weskamp
programiranje/coding:
Marcos Weskamp, Dan Albritton
[email protected]
Po mnenju Maxa Webra je najbolj očitna resnica o vednosti ta, da
nobeno živo bitje ne more niti približno doumeti celote resničnosti,
s katero se sooča - "nepomenljiva neskončnost svetovnega procesa", kot to stanje imenuje sam. Ljudje lahko razumejo le določen
vidik resničnosti - izbiro iz neskončne zbirke dogodkov. Vaša teorija
predstavlja vašo izbiro - vaš izbor tega, kar mislite, da si je vredno
ogledati in vaš izbor tega, za kar menite, da te stvari razloži. Vendar pa tak pristop ne zagotavlja, da je vaše osebno, izbrano, delno
mnenje objektivno pravilno - objektivna resnica je človeškemu teoretiku nedosegljiva. Kot pravi Weber, je "vse znanje kulturne resničnosti… zmeraj znanje, ki izhaja iz določenih točk pogleda". Zato ne more obstajati nobena "absolutno 'objektivna' znanstvena
analiza kulture ali… 'družbenega pojava', ki bi bila neodvisna od
posebnih in 'enostranskih' mnenj…"
Internet je trenutno nehierarhičen in zares neorganiziran kolaž.
Mnogi od nas delamo v neverjetno zagnanem svetu, prepojenem z
informacijami - tisti, ki jim to ni dano, pa so pogosto lačni, nepismeni, životarijo se na dnu družbene lestvice ali pa so duševno bolni. Preveč je vsega. Vsepovsod smo podvrženi čutni preobremenitvi
s podobami, v revijah in oglasih, na televiziji, v mestu. Danes predstavlja internet nov izziv, obsežen in nereguliran pretok informacij
zahteva nove vizualne paradigme, ki bi omogočale organizacijo,
poenostavitev in analizo velikih količin podatkov. Nastajajo nove
rešitve uporabniških vmesnikov, ki omogočajo obravnavo te velikanske količine podatkov. Včasih je enostavna vizualna reorganizacija informacij vse, kar je potrebno za dojemanje znane celote na
popolnoma nov način.
Newsmap je program, ki vizualno odseva nenehno spreminjanje
zbiralnika novic Google News. Vizualizacijski drevesni algoritem je
v pomoč pri prikazu velikanske količine informacij, ki jih zbira zbiralnik. Drevesne strukture so običajno s prostorom omejene vizualizacije informacije. Newsmap poskuša ta cilj popeljati še korak dlje
in tako ponuja orodje za ločevanje informacij v hitro prepoznavne
skupine, ki ob skupni predstavitvi razkrijejo osnovne vzorce v
novičarskem poročanju znotraj različnih kultur in novičarskih segmentov v nenehnih spremembah po vsem svetu. Newsmap ne poskuša nadomestiti zbiralnika GoogleNews. Njegov cilj je na preprost
način vizualno prikazati odnose med podatki in nevidnimi vzorci v
novičarskih medijih. Ne prizadeva si predstaviti nepristranskega
pogleda na novice, temveč, prav nasprotno, ironično poudarja njegovo pristranskost.
17
According to Max Weber, the most obvious truth about thinking is
that no human being can possibly grasp the whole of reality he or
she confronts - the "meaningless infinity of the world process" as
he describes it. Humans can only make sense of an aspect of reality
- a selection from the infinite aggregate of events. Your theory represents your selection - your choice of what you think is worth
looking at and your choice of what you think explains these things.
But this does not make your personal, selected, partial account objectively correct - objective truth is unavailable to a human theorist. As Webber puts it, "all knowledge of cultural reality...is always
knowledge from particular points of view". There can be no such
thing as an "absolutely 'objective' scientific analysis of culture
or...of 'social phenomena' independent of special and 'one-sided'
viewpoints..."
The internet is at present a non-hierarchized, indeed disorganized,
collage. Many of us are working in an incredibly driven, information-soaked world - and those who are not, are often starving or illiterate or struggling at the bottom of the social heap or mentally
ill. There is too much of everything. We are subject everywhere to a
sensory overload of images, in magazines and advertisements, on
the TV, in the cityscape. Today, the internet presents a new challenge, the wide and unregulated distribution of information requires new visual paradigms to organize, simplify and analyze
large amounts of data. New user interface challenges are arising to
deal with all that overwhelming quantity of information. Sometimes a simple visual reorganization of information is all that is
necessary in order to perceive a familiar whole in an entirely new
way.
Newsmap is an application that visually reflects the constantly
changing landscape of the Google News news aggregator. A treemap visualization algorithm helps display the enormous amount of
information gathered by the aggregator. Treemaps are traditionally space-constrained visualizations of information. Newsmap's objective takes that goal a step further and provides a tool to divide
information into quickly recognizable bands which, when presented together, reveal underlying patterns in news reporting across
cultures and within news segments in constant change around the
globe. Newsmap does not pretend to replace the Google News aggregator. It's objective is to simply demonstrate visually the relationships between data and the unseen patterns in news media. It
is not thought to display an unbiased view of the news, on the contrary it is thought to ironically accentuate the bias of it.
Open.Line
http://runme.org/
Runm e.o r g
Runme.org je odlagališče softverske umetnosti, ki je začelo delovati januarja 2003. Je odprta in obenem urejevana podatkovna zbirka, v katero vabimo ljudi, da prispevajo projekte, ki se jim zdijo zanimivi primeri softverske umetnosti.
Računalniška umetnost je križišče dveh področij, ki običajno nimata ničesar skupnega: programske opreme in umetnosti. Na od njiju
ima računalniška umetnost različen pomen in auro. Življenjska sila
računalniške umetnosti in njenih tehnik izhaja iz žive kulture programja in predstavlja pristope in strategije, podobne tistim, ki so
značilni za svet umetnosti. Kultura programja je prisotna na internetu, pogosto pa je predstavljena na posebnih spletnih straneh, t.i.
skladiščih programske opreme (software repository). Umetnost je
tradicionalno predstavljena na festivalih in razstavah.
Računalniška umetnost po eni strani vnaša računalniško kulturo na
področje umetnosti, po drugi strani pa širi umetnost onstran meja
institucij.
Cilj Runme.org je ustvariti vmesnik izmenjave za umetnike in programerje, ki si prizadevajo za kontekstualizacijo te nove oblike kulturne aktivnosti. Runme.org pozdravlja vse projekte ne glede na
datum ali kontekst njihovega nastanka. Skladišče ponosno gosti različne vrste projektov - od naključno najdene, anonimne računalniške umetnosti do slavnih projektov priznanih umetnikov in programerjev.
Runme.org je organizirana na dva načina: taksonomsko/racionalno
(seznam kategorij na levi strani domače strani) in intuitivno
("oblak" ključnih besed na desni strani). Spreminjajoča se skupina
"strokovnjakov" občasno izbere in pregleda najzanimivejša dela,
poslana Runme.org.
Čeprav je spletišče Runme.org delno nastalo iz festivala Read_me
1.2, gre za avtonomno skladišče, na katerem danes temelji festival.
Drugi festival Read_me je potekal v Helsinkih maja 2003, tretji pa v
Aarhusu avgusta 2004.
O projektu: Runme.org so razvili Amy Alexander, Florian
Cramer, Matthew Fuller, Olga Goriunova, Thomax
Kaulmann, Alex McLean, Pit Schultz, Alexei Shulgin, in
The Yes Men. Hans Bernhard in Alessandro Ludovico sta
se strokovni ekipi pridružila poleti 2003.
Za konceptualizacijo in uredništvo spletne strani
Runme.org skrbijo Amy Alexander, Olga Goriunova, Alex
McLean in Alexei Shulgin. Razvija jo Alex McLean.
Runme.org was developed by Amy Alexander, Florian
Cramer, Matthew Fuller, Olga Goriunova, Thomax
Kaulmann, Alex McLean, Pit Schultz, Alexei Shulgin,
and The Yes Men. Hans Bernhard and Alessandro Ludovico
joined the expert team in summer 2003.
Runme.org website is conceptualised and administrated
by Amy Alexander, Olga Goriunova, Alex McLean and
Alexei Shulgin. The site is developed by Alex McLean.
Runme.org is a software art repository, launched in January 2003.
It is an open, moderated database to which people are welcome to
submit projects they consider to be interesting examples of software art.
Software art is an intersection of two almost non-overlapping
realms: software and art. It has a different meaning and aura in
each. Software art gets its lifeblood and its techniques from living
software culture and represents approaches and strategies similar
to those used in the art world. Software culture lives on the Internet and is often presented through special sites called software repositories. Art is traditionally presented in festivals and exhibitions.
Software art on the one hand brings software culture into the art
field, but on the other hand it extends art beyond institutions.
The aim of Runme.org is to create an exchange interface for artists
and programmers to work towards a contextualization of this new
form of cultural activity. Runme.org welcomes projects regardless
of the date and context of their creation. The repository is happy to
host different kinds of projects - ranging from found, anonymous
software art to famous projects by established artists and programmers.
Runme.org is structured in two major ways: taxonomically/rationally (the category list on the left side of the home page) and intuitively (the keyword cloud on the right). Periodically, a changing
group of "experts" selects and reviews their favourite works submitted to Runme.org.
Though Runme.org partly grew from the Read_me 1.2 festival, it is
an autonomous repository upon which the festival is now based.
The second edition of Read_Me festival took place in Helsinki in
May 2003, and the third in Aarhus in August 2004.
Z administratorji Runme lahko stopite v stik na/Contact the Runme admins at:
http://runme.org/feedback/
18
Open.Line
http://black.fri.uni-lj.si/
Ar t N e tL a b: Ar tN e tInf o
ArtNetInfo je spletno domovanje ArtNetLaba. V ozadju mrežnih
strani sta dve podatkovni zbirki, iz katerih vstopajo podatki v okvire oken: video arhiv, ki vsebuje produkcijo skupine na intermedijski ravni, temu sta namenjena vmesnika Mouseion Serapeion
in ad hoc strani letnih produkcij, ki vsakič na nov način kontekstualizirajo aktualna dogajanja, ter ArtNetForum, ki uporablja
protokol foruma odprtega programja za tekstualno zbirko. Forum
kot zbirka besedil, po kateri lahko na selektivne načine brskamo,
je zamenjal neinteraktivno statično zbirko besedil v obliki knjige.
Laboratorijski del ArtNetLaba realizirata podatkovni zbirki na
dveh ravneh: Mouseion Serapeion 2.0 Wiki je eksperiment iz
vzpostavljanja kolektivnih spletnih zbirk, dvojica OpenNetLab ter
LoginNetLab pa skozi testno iniciacijo projekta i-poet eksperimentira z različnimi nivoji zasebnosti v javnosti spleta. ArtNetMagazine uporablja celotno infrastrukturo za vzpostavitev slovenske novomedijske revije.
Mouseion Serapeion - Pametni arhiv (2004)
Mouseion Serapeion 2.0 Wiki (2005)
1. Mouseion Serapeion je arhiv, ki predstavlja in avtorsko komentira prvih
deset let umetniške produkcije seminarja za video na ljubljanski Akademiji
za likovno umetnost (1987 - 1997). Skoraj šest ur videa v celoti ter šestinsedemdeset komentarjev za posamezne videe. Spletna različica 2.0 odpira
arhiv intermedijski umetnosti.
2. Mouseion Serapeion kot umetniško kodiran program za okolje Oken ter
internetno mesto interaktivno in pametno ustvarja kontekst posameznih
elementov arhiva. Glavni zadetek na sredini "Teritorija" je določen na podlagi brskanja skozi tekstovne metapodatke posameznih elementov arhiva,
ostalih šest pa poleg iskanja določa še horizont razumevanja samega uporabnika, kot se je za generično skupino uporabnikov tehnoumetniške institucije ustvaril na podlagi zgodovine uporabljanja programa. Pogled
"Seznam" zagotavlja dostop do vseh elementov v podatkovni bazi in olajša dialog z jezikom arhiva.
ArtNetInfo is the home of ArtNetLab on the internet. In the background two databases supply the web pages with data that are
shown in window frames on the screen: the first to mediate between the user and the data is the video archive consisting of the
intermedial production of the group - the interfaces Mouseion
Serapeion and the ad hoc pages of yearly productions contextualising the current issues. The second is the ArtNetForum, which
uses the open source forum protocol to manage a textual database. The interactive, selectively browsable forum is used instead
of the static book form. The laboratory aspect of the ArtNetLab
intervenes in two ways: Mouseion Serapeion 2.0 Wiki experiments with the existence of digital communities, whereas the
couple OpenNetLab and LoginNetLab with the iniciation of the
project i-poet experiment with the levels of privacy on the internet. ArtNetMagazine uses the whole infrastructure to become a
Slovene new media magazine.
3. Mouseion Serapeion je umetniškoraziskovalna konstrukcija:
a. modelira vizijo družbeno-zgodovinskih identitet, kot jo predpostavlja
teorija diskurza Michela Foucaulta na ravni atomov oblasti-vednosti;
b. modelira tehno-različico obličja (Lévinas), ki se obrača k uporabniku
programa skozi dialog; obličje je s tega vidika nespoznavno v smislu mistično presežnega.
Konceptualna zasnova in koordinacija/Concept and
coordination:
Narvika Bovcon, Aleš Vaupotič.
Programiranje/Coding: Aljaž Žonta, Klemen Lavrač,
Brigita Beden, Mateja Šonc, Miha Bradač, Matej Strašek,
Tomaž Bobnar.
i-poet: Boštjan Kavčič et al.
Mouseion Serapeion - Pametni arhiv/Smart Archive:
Narvika Bovcon, Aleš Vaupotič et al.
Mouseion Serapeion 2.0 Wiki:
Narvika Bovcon, Aleš Vaupotič, Tomaž Bobnar
2. Mouseion Serapeion is an artistically coded smart application for Windows operating system and an internet site that generates the context for
individual elements of the archive according to the user's requirements.
The main search result in the centre of the "Territory" is derived by means
of browsing through the metadata of particular elements of the archive;
the secondary six hits are additionally defined by the user's horizon of understanding, which was recorded for a generic group of participants in the
techno-artistic institution as the history of browsing. The view "List" on
the other hand assures the access to all the elements of the archive and so
eases the user's dialogue with the language of the archive.
4. Glej tudi "Koncept" in "Kot-da-intervju".
Mouseion Serapeion - Smart Archive (2004)
Mouseion Serapeion 2.0 Wiki (2005)
1. Mouseion Serapeion is an archive that presents and critically reviews the
first ten years of the artistic production of the Video Seminar at Ljubljana
Academy of fine arts (1987 - 1997). Almost six hours of video in total and
seventy-six commentaries of individual works. Web version 2.0 opens the
archive for intermedial art.
3. Mouseion Serapeion, an artistic research project, is a construction:
a. it models the notion of social and historic identities as they are developed on the level of the atoms of Power-Knowledge in the theory of discourse by Michel Foucault;
b. it models the techno version of the visage (Lévinas), which confronts
the user of the application by means of dialogue; the visage is therefore
unknowable in the mystically transcendental sense of the word.
4. See also the "Concept" and "As-If-Interview".
19
Open.Line
http://www.eastartmap.org/
http://www.memoryplay.com/
IRWI N: Ea s t Ar t M a p
Martin Bricelj: Memor y
Kaj je East Art Map (EAM)?
Memory - Zgodovina slovenskega grafičnega
oblikovanja
East Art Map Online je orodje, ki vas bo popeljalo skozi zadnjih 50 let zgodovine vizualnih umetnosti v vzhodni Evropi. Spoznali boste 250 umetnikov/dogodkov/projektov, ki so po mnenju štiriindvajsetih umetnostnih kritikov, kustosov in umetnikov iz različnih bivših socialističnih držav srednje,
vzhodne in jugovzhodne Evrope, ki so bili povabljeni na izvedbo prvega izbora za EAM, bistvenega pomena.
East Art Map Online je sedaj odprt za prispevke svojih uporabnikov.
Vabljeni ste, da sodelujete pri izboru desetih najpomembnejših umetniških del
ali odločilnih umetniških projektov iz vsake države vzhodne Evrope od leta 1945.
Kako sodelovati?
Vsakogar, ki želi sodelovati ali meni, da ima
boljšo idejo kot začetni selektorji, vabimo, da
predlaga zamenjavo kateregakoli projekta ali
umetniškega dela, vključenega v EAM. Svoje predloge
- skupaj z a) pisno predstavitvijo vaše predlagane
zamenjave in razlogi za njeno vključitev in b)
pisnimi referencami, ki potrjujejo zanesljivost
datuma dela, ki ga predlagate za vključitev pošljite na [email protected] ali pa jih
posredujte neposredno na spletni strani, na
informativni strani umetnika, ki ga želite
zamenjati.
Vsi predlogi bodo - pod pogojem, da vsebujejo zahtevane materiale - za
javno razpravo prikazani na spletni strani do dokončne odločitve mednarodne komisije. Poskrbljeno bo tudi za razdelek z mnenji. Vsake dva do tri
mesece bo mednarodna komisija šestih strokovnjakov odločila, ali bodo
poslani predlogi vključeni v projekt ali ne. Morebitna vprašanja naslovite
na urednico Inke Arns na [email protected].
What is the East Art Map (EAM)?
East Art Map Online is a tool that will lead you through the last 50 years of the
history of visual arts in Eastern Europe. You will get to know 250 artists/events/projects that are considered of major importance by the 24 invited
art critics, curators and artists from the different ex-socialist Central, Eastern
and South-Eastern countries invited to make an initial selection for the EAM.
East Art Map Online is now open for contributions by its users.
You are invited to participate in the selection of the ten most important artworks or crucial art projects from every country of Eastern Europe since 1945.
How to participate?
We invite anyone who wishes to, and who thinks
s/he has a better idea than the initial selectors,
to propose a replacement for any project or
artwork included in the EAM. Send your proposal complete with a) a written page of text presenting
your suggested replacement and the reasons why it
should be included, and b) written references
confirming the reliability of the date of the work
you are proposing for inclusion - to
[email protected] or submit it directly at
this website on the information page of the artist
you wish to replace.
All the proposals - provided they contain the requested materials - will be
displayed on the website and kept for public discussion until the final decision of the international committee. A feedback area will be installed. Every
two to three months an international committee of six experts will decide
whether or not to include any of the proposals submitted. Any questions
should be directed to the editor Inke Arns at [email protected].
Predstavljena verzija ponuja vpogled v bogato zgodovino slovenskega grafičnega oblikovanja od petdesetih do devetdesetih
let prejšnjega stoletja. Izbor, ki ga je za predstavitev opravil
Matjaž Tomažič, temelji na najbolj vidnih in prostor zaznamujočih delih, ki so skozi desetletja sooblikovala vizualno podobo
slovenskega prostora. Vseh pomembnih del v projekt seveda
nismo mogli zajeti, zato razstava ne more ponuditi celostnega
pregleda, temveč bežen vpogled, ki je odraz specifične geografske, politične in socialne umeščenosti v prostor.
Galerijska postavitev, igra na spletu in katalog k razstavi
igralce/gledalce skozi iskanje parov na sproščen način seznanjajo z zgodovino dosežkov slovenskega grafičnega oblikovanja.
Prijetno igranje z zgodovino slovenskega
grafičnega oblikovanja!
Opozorilo: Ploščice, ki tvorijo par, niso identične. En par ploščic šele skupaj sestavlja določen motiv. Za lažje prepoznavanje in igranje si oglejte pregled izbranih
del, kjer se lahko seznanite tudi z avtorjem, namenom, s katerim je delo nastalo,
ter letnico nastanka.
Memory - A History ofSlovene Graphic Design
This version offers an insight into the rich history of Slovene
graphic design from the nineteen fifties to the nineties. The selection by Matjaž Tomažič includes some of the most prominent
and ground breaking work that has shaped the image of Slovene visual space through the decades. Of course not all important works could be included in the project, so the exhibition is
not a complete overview but rather a glimpse, a reflection of
specific geographic political and social circumstances in space
and time.
The gallery installation, web game and catalogue offer a relaxed
introduction to the history of the achievements of Slovene
graphic design.
Enjoy playing with the history of Slovene
graphic design!
Warning: The tiles in a matching pair are not identical. A pair of tiles presents a
motif. For easier pair recognition please see the overview of selected works where
you will also find data about the author and intention of the projects.
Projekt Memory - Zgodovina slovenskega grafičnega oblikovanja je podprlo
Ministrstvo za zunanje zadeve Republike Slovenije./Project was supported by
the Ministry of Foreign Affairs of the Republic of Slovenia.
Produkcija/Production: CodeEp/CodeSign
Producentka/Producer: Tina Popovič
e-mail: [email protected]
20
Open.Line
http://sl.wikipedia.org/
W ikipedi ja Slove ni ja
Primož Peterlin: WIKIPEDIJA - NAJNUJNEJŠE
O PROSTI SPLETNI ENCIKLOPEDIJI
Primož Peterlin: WIKIPEDIA - THE BASICS
ABOUT THE FREE WEB ENCYCLOPEDIA
Wikipedija je prosta spletna enciklopedija, ki nastaja s sodelovanjem deset tisočev prostovoljcev z vsega sveta. Vsebuje geselske
članke v 195 različnih jezikih, sponzorira pa jo nepridobitna fundacija Wikimedia. Zajema tako tradicionalne enciklopedične teme,
obenem pa služi tudi kot almanah in zbornik. Ustanovitelj, Jimmy
Wales, jo opisuje kot "poskus, da bi ustvarili in ponudili prosto enciklopedijo najvišje mogoče kakovosti prav vsakemu posamezniku v
njegovem lastnem jeziku." Wikipedija je eno od največkrat citiranih spletišč v internetu in dnevno doživi okoli 50 milijonov obiskov.
Wikipedia is a free web encyclopaedia, which came to existence
with the collaboration of tens of thousands of volunteers from the
entire world. It contains entries in 195 different languages and is
sponsored by non-profit foundation Wikimedia. It is comprised of
traditionally encyclopaedic topics and at the same time serves as
an almanac and anthology. Its founder, Jimmy Wales, describes it
as an "attempt to create and offer a free encyclopaedia of the highest quality to every individual in his own language." Wikipedia is
one of the most cited web pages on the internet and is visited daily
by 50 million users.
Wikipedija vsebuje približno milijon in pol geselskih člankov, od
katerih jih je prek pol milijona v angleščini, več kot 200 000 v nemščini in več kot 100 000 v japonščini. Slovenščina se z
11 000 geselskimi članki uvršča na dvajseto mesto. Od svojih začetkov - ustanovljena je bila 15. januarja 2001 kot komplement
"resnemu" projektu Nupedia - je nepretrgoma rasla in hkrati pognala svoje hčerinske projekte, kot so Wiktionary, Wikibooks in Wikinews. Geselske članke urejajo prostovoljci v sistemu, lastnem
načinu wiki: članke lahko kadarkoli kdorkoli spreminja. Sodelavci
Wikipedije sami skrbijo za nepristranski pogled v člankih, tako da
so pogledi strokovnjakov ali citati iz literature povzeti brez poskusa, da bi se iz njih izluščila "objektivna resnica". Zaradi svoje
odprte narave je dovzetna za netočnosti in vandalizem.
Status Wikipedije kot referenčnega dela je nekoliko kontroverzen.
Po eni strani prejema pohvale, ker je prosto dostopna, ker jo lahko
vsakdo ureja in ker pokriva nadvse širok spekter tem. Po drugi strani jo kritizirajo zaradi pomanjkanja avtoritete v primerjavi s tradicionalnimi enciklopedijami, sistematične pristranskosti ter slabše
pokritosti tradicionalnih enciklopedičnih tem. Geselski članki Wikipedije so na voljo pod pogoji, ki jih navaja licenca proste dokumentacije projekta GNU (GNU Free Documentation License) in so zrcaljeni na številnih strežnikih po svetu, v celoti ali v večji meri pa še
niso izšli v opredmeteni obliki.
K Wikipediji je do marca 2005 vsaj enkrat dejavno prispevalo
45 000 ljudi, od tega 20 000 k angleški, 10 000 k nemški, 2400 k japonski in 70 k slovenski izdaji. V istem mesecu je bilo dejavnih (pet
ali več prispevkov mesečno) skupno 13 000 ljudi, od tega 6000 v
angleški, 2800 v nemški, 700 v japonski in 30 v slovenski izdaji, zelo dejavnih (100 ali več prispevkov mesečno) pa 2300 ljudi, od tega
900 v angleški, 450 v nemški, 130 v japonski in 10 v slovenski izdaji.
Sodelavci slovenske Wikipedije s statusom administratorja/Administrators
of Slovene Wikipedia:
"Heretik"
Andrej Jakobčič
Ajda Kljun ("Missmarple")
Klemen Kocjančič
Igor Križanovskij
Roman Maurer
Jani Melik ("xJam")
Primož Peterlin
Matija Podhraški
21
Wikipedia contains approximately a million and a half entries,
more than a half million of those are in English, more than 200 000
in German and more than 100 000 in Japanese. Slovenian language ranks in 20th place with 11 000 entries. Since its beginnings
- it was established on 15th of January 2001 as a complement to
"serious" project Nupedia - it continuously grew and set in motion
other closely linked projects like Wiktionary, Wikibooks and Wikinews. Entries are edited by volunteers in the system, characteristic
to Wiki: articles can be edited and changed by anybody at any
time. Co-workers of Wikipedia themselves are in charge of unbiased view of the articles, so that the views of experts and quotes
from the literature are summarized without an attempt to hull the
"objective truth" out of them. Thanks to is open nature it's susceptible for inaccuracies and vandalism.
The status of Wikipedia as a reference work is somewhat controversial. On the one hand it receives commendations on account of its
free accessibility, freedom of editing and its very large range of
topics. On the other hand it's being criticised for the lack of authority in comparison with traditional encyclopaedias, systematic bias
and the lack of representation of traditional encyclopaedic topics.
Wikipedia's entries are available under conditions, stated in the licence of free documentation of the GNU project (GNU Free Documentation License) and are mirrored on several servers around the
world, but they haven't yet been released in a defined form.
Until March 2005 at least 45 000 people actively contributed to
Wikipedia, 20 000 of those contributed to English, 10 000 to German, 2.400 to Japanese and 70 to Slovenian edition. In the same
month 13 000 people actively participated in Wikipedia (five or
more contributions monthly), 6000 of which participated in English, 2800 in German, 700 in Japanese and 30 in Slovenian edition,
and there were 2300 people, who participated very actively (100
or more contributions a month), 900 of which participated in English, 450 in German, 130 in Japanese and 10 in Slovenian edition.
Open.Line
http://www.artservis.org/
SCC A L jubl ja na : A r ts e r v i s
Artservis je spletni portal za umetnike, teoretike in kulturne menedzerje, ki delujejo v Sloveniji in/ali v tujini. Nastal je leta 2001 iz potrebe po sistematičnem zbiranju in učinkovitem posredovanju informacij iz sveta sodobnih umetnosti. V treh letih in pol je postal
nepogrešljivo spletno orodje za umetnike, teoretike in kulturne
menedžerje v domačem prostoru ter referenčen vir informacij v
mednarodnem prostoru.
Osnovno poslanstvo Artservisa je informiranje in svetovanje. Z objavo razpisov, natečajev, vabil za sodelovanje, možnostmi financiranja in nasveti za razna opravila iz sveta umetnosti Artservis brezplačno pomaga vsem, ki delujejo na področju sodobnih umetnosti.
Artservis deluje na skupnih uredniških načelih: javna dostopnost,
strokovnost, objektivnost, verodostojnost, ažurnost, solidarna izmenjava informacij, razumljivost informacij, brezplačnost in copyleft načelo. Artservis dnevno obišče okrog 300 uporabnikov, med
katerimi prevladujejo tisti iz Slovenije, držav nekdanje Jugoslavije,
srednje in vzhodne Evrope, ZDA, Nizozemske in Velike Britanije.
V bazi podatkov se nahaja okrog 700 razpisov in 2000 izbranih
spletnih povezav. Vsako informacijo pred objavo preverimo in jo
uredniško obdelamo. Aktualne informacije pridobivamo s pomočjo
domačih in mednarodnih virov. Informacije o novostih v bazi in v
Priročniku širimo z Arstervisovo tedensko okrožnico, ki jo prejema
že preko 3000 naročnikov.
Posebna vsebina znotraj Artservisa je Priročnik, ki ponuja navodila
za administrativna opravila iz sveta umetnosti. Sestavljajo ga zbirke
prispevkov, ki se vežejo na aktualna organizacijska opravila ter na
pravila poslovanja posameznikov in organizacij, ki delujejo na področju sodobne umetnosti. Priročnik informira in svetuje vsem, ki
se znotraj sveta umetnosti srečujejo s statusnimi, vodstvenimi, zakonodajnimi in ekonomskimi izzivi.
Kdo smo?
Artservis je projekt Zavoda za sodobno umetnost SCCA Ljubljana. Urednica Artservisa je mag. Marija Mojca
Pungerčar. Uredništvo sestavljajo: Barbara Borčić,
Mateja Lazar, Dušan Dovč, Saša Nabergoj in Damijan
Kracina, ki je tudi oblikovalec Artservisa.
Programiranje je delo Damjana Lebana.
Artservis podpira Ministrstvo za kulturo Republike Slovenije./Artservis is supported by the Ministry of Culture of the Republic of Slovenia.
Artservis is a web-based information resource for artists, theoreticians, and cultural managers who operate with/in Slovenia or
abroad. It was created in 2001 because a need was discovered for
systematic gathering and efficient mediation of information from
the world of contemporary art. During the three years and a half of
operation it has become an indispensable web tool for artists, theoreticians and cultural managers in Slovenia as well as a referential
source of information internationally.
The basic mission of Artservis is to inform and offer advice. By publishing tenders, competitions, invitations for co-operation, possibilities of financing and offering various services in the world of art,
Artservis helps (free of charge) anybody who operates in the field
of contemporary art.
Artservis operates on common editorial principles: public accessibility, professionalism, objectivity, reliability, being up-to-date, a solidarity exchange of information, understandable information, it is
free of charge and supports the copyleft principles. Approximately
300 users visit Arteservis every day and most users come from Slovenia, former Yugoslav countries, Central and Eastern Europe, USA,
the Netherlands and United Kingdom.
In the database there are approximately 700 tenders and 2000 selected web links. Prior to posting the information on our site it is
checked and edited. Current information is obtained from domestic
and international sources. The information as regards the new items
in the database and the manual is spread by the Artservis weekly
bulletin, which is sent out to over 3000 subscribers.
A special content within Artservis is the manual, which offers instructions for administrative tasks in the world of art. It is comprised from a series of contributions, which are linked to the current
organisational tasks and the rules of operation for individuals and
organisations that operate in the field of contemporary art. The
manual informs and offers advice to anybody, who within the world
of art encounters status, managerial, legislation or economic issues.
Who are we?
Artservis is a project of the Centre of Contemporary
Art SCCA - Ljubljana. The Artservis editor is Marija
Mojca Pungerčar. The editorial board consists of: Barbara Borčić, Mateja Lazar, Dušan Dovč, Saša Nabergoj
and Damijan Kracina, who is also Artservice's designer.
The programming is the work of Damjan Leban.
Kontakt/Contact: [email protected]
22
Open.Line
http://creativecommons.org/
C r ea t ive C o m m ons S love ni ja
"Nekatere pravice pridržane"
Osvobajanje in spodbujanje ustvarjalnosti
- Creative Commons licence v Sloveniji
"Some rights reserved"
Freeing and stimulating creativity
- Creative Commons licenses in Slovenia
Creative Commons (http://creativecommons.org) je globalno gibanje, ki
se odziva na dve izraziti dejstvi, ki sta značilni za trenutno pravno urejanje
ustvarjalnosti oziroma za avtorsko pravo. Prvo je, da je avtorska pravica nujna za dostojanstvo avtorjev in pogosto tudi osnova za zagotavljanje spodbud za ustvarjanje. Drugo je, da je obstoječi sistem avtorskega prava
preveč kompliciran in nemalokrat celo v nasprotju z interesi ustvarjalcev,
kar je postalo še bolj problematično z najnovejšimi zakonodajnimi spremembami, ki so bile sprejete zaradi pojava digitalnih tehnologij.
Creative Commons (http://creativecommons.org) is a world-wide movement, responding to two obvious facts about the current regulation of creativity. First, that copyright is essential to the dignity of creative authors
and often the important incentive for creative process. Second, that the existing system of copyright is insanely complex and often harmful to the interest of creators, which has become even more problematic with the newest legislative reforms enacted because of the raise of digital technologies.
Creative Commons avtorjem/ustvarjalcem ponuja zelo enostavna in prosto
dostopna orodja, s katerimi lahko avtorji/ustvarjalci svoja dela ponudijo
javnosti tako, da jih zaznamujejo s svoboščinami, v skladu s katerimi želijo,
da dela svobodneje krožijo med uporabniki, vendar tako, da na njih vseeno
zadržijo vse tiste pravice po avtorskem pravu, za katere menijo, da jih na
delih morajo zadržati. Tak model ponujanja avtorskih del, kjer so le
"nekatere pravice pridržane", nikakor ni v nasprotju z avtorskim pravom.
Prav nasprotno; Creative Commons model temelji na avtorski pravici, kot je
določena v zakonu. Preprosto povedano to pomeni, da lahko ustvarjalec
svoje delo objavi v elektronski obliki (npr. na svoji spletni strani) in ga
enostavno in brez dodatnega posredovanja pravnikov opremi z eno izmed
Creative Commons licenc, ki natančno določajo, katere uporabe njegovega
dela so dovoljene in katere pravice so pridržane. Vse licence predvidevajo,
da morajo vsi uporabniki priznati avtorstvo prvotnemu ustvarjalcu, obenem pa z njimi avtor dovoljuje uporabnikom, da prosto reproducirajo, distribuirajo, predvajajo in izvajajo njegova dela v skladu z željami, ki jih avtor
izbere med sledečimi možnostmi, ki so zanj že vnaprej pripravljene; da dovoljuje ali ne dovoljuje uporabo za komercialne namene, da dovoljuje ali
ne dovoljuje proste predelave in če dovoli takšno predelavo, ali želi, da je
tudi takšno derivativno delo licencirano pod istimi pogoji kot original. Avtor z licenco ne more omejiti izjem od avtorske pravice, kakor so določene z
avtorskim zakonom. Tako oblikovano licenco avtor preprosto "prilepi" k
svojemu objavljenemu avtorskemu delu, ki ga opremi tudi z ikono
"nekatere pravice pridržane". Vsi uporabniki, ki bodo tako objavljena dela
želeli uporabiti, bodo s klikom na ikono na enostaven način razbrali obvestilo, katere svoboščine jim je avtor naklonil in katere pravice v skladu z zakonom si je pridržal.
Projekt Creative Commons International je rodil neverjetno zanimanje in
navdušenje povsod po svetu. Poleg njegove osnovne naloge, ponujanje
nacionalnih licenc, ki so prilagojene pravnim redom posameznih držav in
oblikovane v nacionalnih jezikih, je poslanstvo Creative Commons tudi to,
da se lahko mnogi, ki velikokrat kljub svoji ustvarjalni vlogi, ki jo imajo v
družbi, težko sodelujejo v razpravah, v katerih se razpravlja o novostih in
prihodnosti zakonov, ki urejajo ustvarjalnost, odzovejo na realnosti, ki jih
predstavlja trenutna pravna ureditev avtorske pravice. Creative Commons
je uspelo pritegniti številne glasbenike, akademike, pisatelje, pesnike,
filmske ustvarjalce, raziskovalce, če naštejemo le nekatere skupine avtorjev/ustvarjalcev, torej tiste, ki želijo enostavnejši način za uveljavljanje svojih avtorskih pravic, tako, da ne zavračajo varstva, ki jim je omogočeno z
avtorsko pravico, vendar ga le omejijo z določenimi svoboščinami, ki jih
želijo zagotoviti uporabnikom svojih del.
23
Creative Commons offers authors-creators simple and free tools, which enable them to mark their content with the freedoms they intend their work
to carry when disseminated, while reserving some rights the rights the author believes must be reserved. Creative Commons "some rights reserved"
is thus a model for licensing that is not contrary to the copyright law; in
fact the Creative Commons model is based on copyright as defined in
copyright law. Simply put, authors-creators publish their work in electronic
form (i.e. web site), attaching a Creative Commons license with which
they indicate precisely which uses are free, and which rights are reserved,
without additional involvement of lawyers. All licenses require attribution
of the original author and allow users to copy, distribute, display, and perform the work according to the author's preference for the allowance or
non-allowance of commercial use, and allowance or non-allowance of
adaptation including whether or not the adaptation is licensed under the
same conditions as the original work. The author cannot limit exceptions to
copyright that are defined by copyright law. The author attaches the license that is generated according to above-mentioned preferences to the
work and adds a "some rights reserved" button, which is a link to all information for users - telling them what they can do and what they cannot do
with the work.
The Creative Commons International has generated extraordinary enthusiasm internationally. In addition to its goal, which is to adapt original licenses to different jurisdictions and national languages, the main mission of
Creative Commons is to empower those who usually lack the ability, many
times in spite their creative role that they hold in society, to participate in
the debate about the regulation of creativity and respond to realities of
current copyright regime. Creative Commons has attracted many musicians, academics, authors, poets, film-makers, researchers, all who want a
simpler way to exercise their rights without rejecting the protection of
copyright altogether, but limiting its reach with certain freedoms they
want to secure to the users of their work.
While the project begun in United States of America it responds to ideas
that have no nationality; unnecessary burdens imposed by law that often
stifle creation are not popular anywhere. It is important that ideas and simple tools for licensing creations, that are embodied in the Creative Commons project, take root also in Slovenia. The process of adaptation of original license Creative Commons enhances values of respect of creative
achievements of individuals and their liberty. Respect of authors' rights
and availability for authors to exercise these rights easily is a certain way to
assure a wide range of valuable creativity, which is essential for the progress of every society.
Čeprav se je to gibanje rodilo v Združenih državah Amerike, se odziva na
ideje oziroma probleme, ki nimajo nacionalnih meja; nepotrebna bremena, ki jih nalaga obstoječa zakonodaja, in ki nemalokrat dušijo ustvarjalnost, niso nikjer priljubljena. Pomembno je, da se ideja in preprosta orodja
za licenciranje stvaritev, ki jih ponuja Creative Commons predstavijo tudi v
Sloveniji in ponudijo v obliki licence, ki je prilagojena slovenskemu pravnemu redu in v slovenskem jeziku. S tem se bosta krepili dve vrednoti, ki jih
pooseblja tudi Creative Commons: spoštovanje ustvarjalnih dosežkov posameznika in njegova svoboda. Spoštovanje avtorskih pravic in omogočanje
avtorjem, da te pravice uveljavljajo na enostaven način in v obsegu, ki jim
najbolj ustreza, je nujen način zagotavljanja raznovrstnega spektra dragocene ustvarjalnosti, ki je nujna za napredek vsake družbe.
In December 2005 the Intellectual Property Institute in cooperation with
Ljudmila began the adaptation of Creative Commons licenses
(http://creativecommons.si). The process of adaptation is necessary,
though Slovenian creators already are able to use a generic license or one
of different national licenses. The result will be the availability of licenses in
our national language adapted to our legal particularities. The most important value of the process will be the enhancement of the social debate
about the role and importance of creativity and the creative process that
will hopefully continue long after the launch of the Slovenian license in October 2005.
Decembra 2004 je Inštitut za intelektualno lastnino v sodelovanju z Ljudmilo pričel s procesom prilagajanja licenc Creative Commons tudi v Sloveniji (http://creativecommons.si). Kljub temu, da slovenski ustvarjalci lahko
že danes uporabljajo originalne Creative Commons licence ali njihove nacionalne različice, je proces prilagajanja koristen, ker bo ponudil orodja
Creative Commons tudi v slovenskem jeziku, ki bodo prilagojena našemu
pravnemu redu. Največja vrednost procesa prilagajanja pa je zlasti vzpodbujanje družbene debate o vlogi in pomenu ustvarjalnosti, katera se bo
morala razvijati tudi še potem, ko bodo oktobra 2005 licence v končni obliki na voljo slovenskim ustvarjalcem.
Mag. Maja Bogataj Jančič, LL.M., LL.M. - Creative
Commons Slovenija
Inštitut za intelektualno lastnino/Intellectual
Property Institute
Open.Line
http://www.lecielestbleu.com/puppettool/
http://www.lecielestbleu.com/html/puppettool.htm/
LeC ielEs t Bleu: Pu ppe tTool
PuppetTool je eksperimentalna programska oprema, ki uporabnikom omogoča ustvarjanje ekspresivnih animiranih stanj, ki jih ne
ovirajo omejitve gravitacije ali elastičnosti. Ustvarjene animacije niso linearne, temveč ciklične in generativne, ustvarjene s programiranjem. S poigravanjem s parametri hitrosti, velikosti, gostote, lahko uporabniki dosežejo popolnoma osebne stvaritve, ki segajo od
skoraj realističnih do absurdnih in fantastičnih.
Vmesnik uporabnikom ponuja izbiro različnih animiranih objektov
in preprostih, vnaprej definiranih animacij (hoja, tek, skakanje,
ples), ki jih lahko na zaslonu v realnem času modificirajo in prilagodijo z manipuliranjem artikuliranih sklepov animiranih objektov
- bodisi da gre za človeka ali žival, realistično ali abstraktno.
Ta animirana stanja in fizična vedenja temeljijo na subjektovi morfologiji, vladajo pa jim matematični in fizikalni zakoni, vključeni v
aplikacijo PuppetTool. Lokacija in orientacija sklepov ima zato neposreden vpliv na vrsto ustvarjenega gibanja.
S poigravanjem s parametri hitrosti, velikosti in gostote lahko uporabniki dosežejo osebno obarvane rezultate, od skoraj realističnih
do absurdnih in fantastičnih. Za polnjenje PuppetTool objekta z listi, praprotjo in drugimi nepričakovanimi teksturami se lahko uporabijo izmenljivi mediji. Nova naključna funkcija pa omogoča programu, da izbere vrednosti za parametre animacije, s čimer je
možno ustvariti povsem nadrealistične učinke.
Prizadevamo si raziskati bogato domeno gibanja skozi eksperiment, ki temelji na realnih gibih, oblikah in podobah, ni pa z njimi
omejen. PuppetTool ponuja interaktivno izkušnjo, ki postavlja pod
vprašaj samo idejo objektivnega programskega orodja, kot ga poznamo.
PuppetTool is an experimental software tool that allows users to
generate highly expressive animated states unhindered by limits of
gravity or elasticity. The animations created are not linear but rather cyclic and generative. By playing with parameters of speed, size,
thickness, users can achieve totally personalized results ranging
from the nearly realistic to the absurd and fantastical.
The interface offers users a choice of several animated objects and
simple pre-defined animations (walking, running, jumping, dancing) which can be modified and reconfigured onscreen in real-time
by manipulating the articulated joints of the animated objects - be
he man or beast, realistic or abstract.
These animated states and physical behaviors are based on the subject's morphology and managed by the mathematical and physical
laws embedded in the PuppetTool application. The location and
orientation of these joints, therefore, has a direct effect on the kind
of movement generated.
By playing with parameters of speed, size, and thickness, users can
achieve totally personalized results ranging from the nearly realistic
to the absurd and fantastical. Replaced media can be used to fill
the PuppetTool object with leaves, ferns, and other unexpected textures (see screenshots below and online). And a new random feature lets the program choose values for the animation parameters,
making for particularly surreal effects.
We strive to explore the rich domain of movement through experimentation that is based on, but not limited to, real gestures, forms,
and figures. The PuppetTool offers an interactive experience that
calls into question the very notion of the objective software tool as
we know it.
S pomočjo PuppetTool programa so bili ustvarjeni dodatni interaktivni
moduli, ki si jih lahko ogledate na:
PuppetTool has been used to make additional interactive modules which
can be seen at:
Spletni strani Interactive Zoo: www.lecielestbleu.com/zoo
Interactive zoo URL: www.lecielestbleu.com/zoo
Interaktivni ZOO, sestavljen iz šestih nelinearnih modulov, je serija interaktivnih, dinamičnih izkušenj, ki ponujajo novo, nelinearno zvrst pripovedništva.
Interaktivna glasba: Jean-Jacques Birgé
Made up of six non-linear modules, the interactive zoo is a series of highly interactive, dynamic experiences that offer a new, non-linear kind of storytelling.
Interactive music: Jean-Jacques Birgé
Strojna in programska oprema
Hardware and software
Originalne digitalne fotografije so bile posnete z Nikon Coolpix 4500. Živali in drugi objekti so bili nato predelani in razčlenjeni na komponente z
Adobe Photoshop in dinamično predelani s programiranjem v Lingu, programskemu jeziku Macromedia Director.
The original digital photographs were taken with a Nikon Coolpix 4500.
The animals and other subjects were then reworked and broken down into
their component parts in Adobe Photoshop and dynamically recomposed
through programming with Lingo, Macromedia Director's programming
language.
Tehnične specifikacije
Puppetool je Shockwave program za različne operacijske sisteme, dostopna na www.lecielestbleu.com/puppettool. Zahteva internetni brskalnik z
vtičnikom Shockwave 8.5.1.
Technical specifications
The PuppetTool is a cross-platform Shockwave application available online
at www.lecielestbleu.com/puppettool. It requires a current Internet browser equipped with the Shockwave 8.5.1 plug-in.
LeCielEstBleu
LeCielEstBleu is a Paris-based laboratory of interactive art specialized in creating highly-interactive interfaces.
Behind the scenes, we rely on Frédéric Durieu's poetic use of powerful development principles that are deeply indebted to and inspired by the physical laws of the natural world. These tools are all the more powerful in that
they fade into the background in the front-end user experience, giving way
to a dynamic, poetic and highly interactive experience.
A civil engineer by training, Frédéric Durieu has been making multimedia
and interactive art for over 10 years. With a background in semiotics and
photography, Kristine Malden is a graduate of the Interactive Telecommunications Program at NYU.
LeCielEstBleu je pariški laboratorij za interaktivne umetnosti, specializiran
za ustvarjanje visoko interaktivnih vmesnikov.
Zanašamo se na poetično uporabo zmogljivih razvojnih principov Frédérica
Durieua, ki so globoko povezani s fizikalnimi zakoni naravnega sveta, ki so
jih tudi navdihnili. Ta orodja so še toliko bolj impresivna zaradi dejstva, da
se pri uporabniški izkušnji umaknejo v ozadje in dajo prostor dinamični,
poetični in interaktivni izkušnji.
Frédéric Durieu, po izobrazbi inženir, se z multimedijsko in interaktivno
umetnostjo ukvarja že 10 let. Kristine Malden, z izobrazbo na področjih
semiotike in fotografije, je diplomirala na Interactive Telecommunications
Program na NYU.
24
RE-POZICIONIRANJE UMETNOSTI
ZNOTRAJ TEHNOLOGIJE IN AKTIVIZMA /
RE-POSITIONING OF ART
INSIDE TECHNOLOGY AND ACTIVISM
Študij videa in novih medijev na Akademiji za likovno umetnost v Ljubljani je eksperimentalno polje tako za tehno-umetnost kot tudi za proučevanje hiperfleksibilizacije intermedijske umetnosti v prostoru kulture. Rezultat razširjenega
raziskovanja umetnosti je subjektiviranje avtorja producenta kot oblike samooganiziranja podiplomskih študentov v univerzitetno avtorsko programsko skupino, ki ima v svoji ključni strategiji omogočanje najmlajšim ustvarjalcem realizacijo zahtevnih projektov kibernetske umetnosti. Danes, ko ekonomija globalizira vsa področja, si Akademija za likovno
umetnost /ALU/ kot iniciator, skupaj z Akademijo za gledališče, radio, film in televizijo /AGRFT/, Akademijo za glasbo
/AG/ in Fakulteto za računalništvo in informatiko /FRI/, želi izboriti avtonomijo kolektiva znotraj kulturnega in
umetniškega polja, pri čemer kulturno polje razumemo kot laboratorij za eksperimentiranje novih umetniških praks. Danes
še virtualni LIMAUL - Laboratorij inštituta za medijsko umetnost Univerze v Ljubljani - naj bi dobil mesto znotraj
gradnje nastajajočega kompleksa umetniških akademij kot interdisciplinarni študij umetnosti.
Letošnjo akademijsko produkcijo je mogoče prepoznati kot performativno umetnost, ki procesualno posega v tehnologijo
hardvera in softvera, provocira in ruši tabuje, ter inscenira komunikacijo v računalniško interaktivnih habitatih. Kot
dela pop-tehnoperformansa enaindvajsetega stoletja funkcionirajo v direktni komunikaciji z potrošnikom v javnem prostoru galerije, ulice in interneta. Vsa dela so nastala v sodelovanju med študenti ALU, Seminarja videa in novih medijev, in študenti FRI - Laboratorija za računalniški vid /LRV/, ki ga vodi prof. dr. Franc Solina.
The study of video and new media at the Academy of Fine Art in Ljubljana is an experimental field. So much so for
techno art as well as for the studying of hyperflexibility of media art in our cultural environment. The result of
this extended art study is a subjectivation of the author-producer as a form of the integration of post-graduate students into a group of authors with a programme. Its main goal is to enable younger students to develop their own complex cybernetic art projects. The economy today is globalysing all fields of life. The Academy of Fine Art /ALU/ as an
initiator together with the Academy for Theatre, Radio, Film and Television /AGRFT/, the Academy of Music /AG/ and the
Faculty of Computer and Information Science /FRI/ is trying to have an authonomy of a collective inside the cultural
and art field. A cultural field being a laboratory for experimentation of new art forms. Today there is just a virtual
laboratory called LIMAUL - Laboratory Institute for Media Art, University of Ljubljana -, but soon it is going to have
a real place inside the new building in which all three art academies will have an interdisciplinary art study.
This year's academy production is performative art, that processually enters the software and hardware technology,
provokes and breaks taboos and places on scene a comunication in computer interactive habitats. As pop-technoperformance of the 21st century it comunicates directly with the consumer in a public place of galery, street or internet.
All projects are fruits of the collaboration between students of the ALU Seminar of video and new media and students
of the Faculty of Computer and Information Science, Computer Vision Laboratory (LRV) led by Prof Dr Franc Solina.
Predstojnik Katedre za video in nove medije/Chairman of Video and New Media studies
Prof Srečo Dragan
A ka de mi ja z a likov no ume tnos t i n Fakul t e t a za r ač unal n i š t vo i n
in f or mat iko, U nive rz a v L j ubl j ani , podi pl oms ki š tudi j kat e d r e z a
V ide o in nove me di je, 0 5 / Academy of Fine Ar t and Facult y of
Computer and Information Science, Universit y of L jubljana,
gr a duat e s tudy of V id eo and N ew Medi a, 0 5
Gorazd Krnc: FEELING HIGHWAY
Programiranje/Coding: Vesna Dejak, Igor Gorjanc,
Bogdan Kronovšek, Tomaž Lipovšek, Dušan
Omerčevič in Sebastjan Slanšek.
Projekt Feeling Highway je zasnovan kot prostorska
video projekcija, namenjena enemu obiskovalcu/obiskovalki. Pred prostorom, v katerem je video projekcija,
se nahaja čitalec prstnih odtisov. Tu mora, če želi vstopiti v sobo s projekcijo, obiskovalec/obiskovalka pustiti
svoj pečat, svoj prstni odtis. Čitalec nato prstni odtis
pošlje v računalnik, ta pa podatek spremeni v digitalno
kodo. Računalnik primerja pravkar prejeto kodo z že
vnaprej vneseno kodo mojega prstnega odtisa. Odvisno od vnaprej določenih parametrov ujemanja prstnih
odtisov med obiskovalčevim/obiskovalkinim prstnim
odtisom in mojim prstnim odtisom, računalnik pripravi
eno od treh verzij videa Feeling Highway.
The project Feeling Highway is designed as a spatial
video projection, intended only for one visitor at a
time. In front of the video projection room there is a
device for identifying fingerprints. The visitor here
must, if he/she wants to enter, leave his/her mark,
his/her fingerprint. The device then sends the readings
to a computer which alters this information into a digital code. The computer matches just acquired code to
the previously inserted code of artists fingerprint. Subordinately to the previously defined parameters of
matching artist's fingerprints with the visitors fingerprint, the computer makes ready one of the three versions of the Feeling Highway video.
[email protected]
25
Boštjan Kavčič: i-poet
Programiranje/Coding: Dejan Golja, Marko Kobal,
Samo Dečman, Uroš Rot, Vitomir Banjac.
i-poet je interaktivna mobilna aplikacija, ki generira in
integrira multimedijsko poezijo. Uporabnik i-poet
aplikacije postane interaktiven konstruktor umetniških
del - integralov, s katerimi se gradi nova digitalna
družba. Metode delovanja i-poet aplikacije sovpadajo
z montažnimi tehnikami in neizživetimi vizijami
zgodovinske avantgarde, ki v pričujočem delu dobi
svoj prostor znotraj medmrežja in mobilnih napravic.
i-poet aplikacija je sodobni spomenik Srečku Kosovelu
in slovenski zgodovinski avantgardi, saj je umetnost
tako danes končno postaja zidajoča, sintetična in
kolektivna umetnost.
i-poet is an interactive mobile application which
generates and integrates multimedia poetry. The ipoet application user becomes an interactive
constructor of the work of art - of the integrals used to
build a new digital society. The i-poet application
methods coincide with the assembling techniques
and the unrealised visions of the historical avantgarde, which in this work take the form of an Internet
and mobile network. The i-poet application is a
contemporary monument to the poet Srečko Kosovel
and the Slovene historical avant-garde, since art has
thus finally become a constructive, synthetic and
collective art form of today.
[email protected]
http://bostjankavcic.mine.nu/
http://www.i-poet.net
Klemen Gorup:
HCI GRAFIKE /
HCI GRAPHICS
Programiranje/Coding: Matej Šekoranja, Aleš Kumer, Vito Malačič, Tomaž Kreševič, Milan Crnogorac.
HCI grafike je interaktivni projekt narejen v programu
Macromedia Flash mx v programskem jeziku actionscript. Glavna naloga tega projekta je bila gledalca
spremeniti v uporabnika in mu dati možnost ustvarjanja svojih, malo drugačnih animacij. Preko črk in številk na tipkovnici in z uporabo miške lahko na zaslon
prikliče različne vrste animiranih podob.Te se ob priklicu transformirajo iz grafičnih podob črke v abstraktne forme ali različne vrste tekstur. Vse imajo
krožno obnašanje in se iz začetne podobe preoblikujejo v abstraktne utripajoče oblike. Vsaka od teh animacij ima tudi svoj avdio zapis, ki se pojavi hkrati z video
efektom. Uporabnik je postavljen v vlogo didžeja, saj
lahko izbranim objektom na prizorišču spreminja položaj, barvo, velikost jim doda prosojnost ter na vse
načine prekriva ter postavlja na teksturirana in različno obarvana ozadja. Ob raziskovanju možnosti, ki
jih ponuja aplikacija, uporabnik gradi nove avdio vizualne svetove.
HCI Graphics is an interactive project created on computer and supported by actionscript program code of
the Macromedia Flash mx application. Its main purpose is to let a user create his own kind of graphic animation. He can interact with the computer by using
the keyboard and the mouse. Through these two devices he can call on the scene different kinds of animation, which behave as loops. These are different transformations of graphic symbols into totally abstract
new forms. Each of them has also a sound effect that
plays simultaneously. The user is put in the role of a
DJ. Once he chooses the object, he can manipulate its
position, colour, size, opacity and he can put it on different coloured and textured backgrounds. Using this
application the user has the opportunity to build new
animated audio-video ambients.
[email protected]
http://klemen.gajba.net
http://black.fri.uni-lj.si/hcigraphics/
Gašper Demšar:
_THE INTELLIGENT WALL
26
Gašper Demšar: INTERAKTIVNI urbani elementi _PAMETNA STENA /
INTERACTIVE urban elements _THE INTELLIGENT WALL
Programiranje/Coding:Borut Batagelj, Marko Kroflič, Iztok Fifnja, Ernest Pinter, Peter Ličen, Primož Primc.
[email protected]
Projekt interakivna urbana oprema se ukvarja z idejo in realizacijo t.i. pametne stene, kot nosilko vsebine v urbanem prostoru. Pametna stena kot interaktivni urbani element instalacija - postane generator mestnega pritličja, povezovalni element med uporabnikom in novimi interaktivnimi tehnologijami. Z vključevanjem interaktivnih medijev v zasnovo elementov urbane opreme bi bila ustvarjena neposredna komunikacijska možnost med obiskovalcem in podanimi vsebinami. Nove informacijske tehnologije vplivajo na
razvoj mesta, ki se iz POLISA razvija v MEDIAPOLIS, mesto z novo urbano mitologijo prežeto z novimi tehnologijami in interaktivnostjo. S pomočjo kamere, priključene na
računalnik, zaznamo lokacijo posameznika v prostoru instalacije. Različne lokacije uporabnika prožijo posamezne dogodke na pametni steni, ki so preko projekcije predvajani
na površino stene. Uporabniki s svojim gibanjem v izbranem območju vplivajo na pojavljanje različnih vsebin. Izbrani prikazani dogodki so povezani z mestom Maribor. To so
video-izseki iz dokumentarnega filma o slovenskem kiparju Slavku Tihcu, panoramski pogledi mesta Maribor in prenos video konference oziroma pregled spletnih strani 11.
mednarodnega festivala računalniških umetnosti. S tehnične plati je največji izziv obravnavanje množice ljudi, ki se istočasno nahajajo v prostoru in sprožajo različne vsebine. Za
lažje prepoznavanje so na talno površino nameščena barvna polja (prožilci dogodkov), ki pa se morajo čimbolj ločiti od ozadja. Obiskovalec ob vstopu na posamezno polje, na
katerem je označena posamezna vsebina, sproži projekcijo le-te na pametni steni. Z gibanjem po posameznih poljih se izbirajo in predvajajo različne vsebine, odvisno od želje
uporabnika urbanega prostora, ki postane aktiven pri izbiri željene vsebine.
The interactive urban elements project involves the idea and application of the so called intelligent wall, the theme bearer in the urban area. The intelligent wall as an interactive urban element - an installation - becomes a generator of the urban ground floor and a mediator between a user and new interactive technologies. The application of the interactive media in the scheme of urban elements enhances the indirect communication between a visitor and the selected themes. Recent information technologies have influenced the city development and POLIS growing into MEDIAPOLIS, the city of new urban mythology infused with new technologies and interactions. A computer-connected
camera helps detect the location of every individual in the space of installation. Various locations of the user trigger particular events, which are projected on the surface of the
intelligent wall. Moving around the selected area, the users are entitled to various themes connected to the city of Maribor. These being video clips from a film documentary on
a Slovene sculptor Slavko Tihec, scenic views of Maribor by Boštjan Burger, a video conference broadcast and a review of the web-site from the 11th International Festival of
Computer Arts. From a technical point of view the biggest challenge is to feature the crowds of people triggering different themes at the same time. For easier identification the
ground floor is covered in coloured fields (theme triggers), which must differ from the background. A visitor entering a theme field triggers its projection on the intelligent wall.
Moving freely around the fields, various themes are selected and projected, all depending on the choice of the urban-area user who becomes an active participant of the preferable theme.
Vanja Mervič: BREZ BESED / WORDLESS
Programiranje/Coding: Kristijan Pugelj, Josip Varga, Primož Škrjanc, Luka Prašnikar, Tjaša Horvat, Jelena Anastasov.
V dobi neprekinjenega digitalnega nadzora se je razbohotila selektivnost in kot njena posledica restriktivnost. Na vsakem koraku nas družba bombardira in posredno tudi označuje z različnimi PIN kodami, ki naj bi
vsakodnevnost olajševale ter poskrbele za varnost pred
vdorom v intimnost. Gledalec lahko vstopi v odnos samo s kodo, ki je v tem primeru matična številka. To pa
iz preprostega razloga, ker jo imamo vsi in je tako rekoč
neizogibna in nam je dodeljena ob rojstvu. Na njeni
podlagi dobi gledalec samo njemu namenjeno umetniško delo. Gledalec, ki ne predloži matične številke, lahko vidi samo prvotno statično sliko.
In the age of constant digital control we witness selectivity and different kinds of restrictions. On every step,
we are bombarded and marked by society with different PIN codes, which supposedly make our everyday
life easier and safer from intrusions into our intimacy.
One can enter the relationship only by using a PIN
code, which in this case is a personal number, purely
because is inevitable and is given to us at birth. This
enables you to get your own artwork. If one refuses to
give his personal number one can only see a static picture.
[email protected]
Programiranje/Coding: David Cesar, Simon Vovko,
Jure Tomc, Mitja Petan.
Tilen Žbona: HYBRID-SUBJECTS
Pri projektu Hybrid-subjects si dodelim status nenadzorovanega in preidem v vlogo ustvarjanja z zavestno nedefinirano deformacijo izkušnje, katere proces transformacije tvori hibridno nenaravno zamenjavo vlog med
subjektom in objektom. Hybrid-subjects je stroj, ki deluje samodejno in se odziva na zaznavanje telesa v prostoru ter deformira obstoječe video delo na podlagi
človeških gibov. Na podlagi svojih gibanj ima gledalec
možnost samodejno spreminjati video izdelek in pri tem
biti soustvarjalec. Človekova prisotnost odigra istočasno
vlogo tako objekta kot subjekta.
Within the project Hybrid-subjects I assign myself the
status of the one who cannot be controlled and therefore assume the role of creation through a conscious and
undefined deformation of the experience. The process of
transformation thus creates a hybrid and artificial exchange of subject - object roles. Hybrid-subjects is in
fact, a machine which functions automatically: it responds to the perception of a human body in a certain
space thus deforming the already existing video on the
basis of human motion. The spectator, again on the basis of his/her movement, is given the opportunity to
modify the video and participate in the modified creation. The human presence as such, plays both subject
and object roles.
[email protected]
27
Martina Zelenika: PROCESUALNA
MEDIJSKA UMETNOST:
VIRTUALNA POSTAJA / MEDIA ART IN
PROCESS: VIRTUAL STATION
Glasba/Music: Martina Zelenika, Luka Vučić, Sven Karas.
Montaža/Editing: Studio "Treća vizija"
Programiranje/Coding: Martina Zelenika.
Virtualna postaja je konzola za sestavljanje videov in zvočnih elementov. Ena oseba (gospodar)
upravlja s konzolo, druga (prejemnik) pa se odziva na spremembe. Vizualni in zvočni impulzi
postanejo enota, ki ustvarja čustvene psihofizične reakcije, nekakšen eksperiment. Video Planet
Mar je moja lastna materializirana vizija, ki na dokumentaren način predstavlja prostor, kamor
bi se lahko preselili. Vsaka reakcija je individualna, zato projekt vključuje vprašalnik, ki ga je treba izpolniti, z njim pa se ustvarja osebna koda uporabnika.
Virtual station is a console, which composes video and audio entries where one Person (master) runs the console and another Person (receiver) reacts to those changes. Visual and resonant impulses become a unit, creating an emotional psychophysical reaction, some kind of experiment. Video material Planet Mar is my own vision in materialized form and it has a
documentary character presenting a space where we could move. Every reaction is individual,
so the project includes the questionnaire, which must be filled, and its purpose is to create a
personal code of the user.
Robi Caglič: IGRCA / A LITTLE GAME
Programiranje/Coding: Boštjan Lušin, Anton Peterlin, Boban Bokovski, Miha Polanc.
Vsak od štirih igralcev si izbere svojo figuro. Vsak ima določen zvok bobna. Igra na dve tipki. Mora uskladiti ritem z ritmom oziroma glasbo, ki je podlaga vsem. Na ekranu teče nedokončana animacija z njihovimi figurami in bobnarji, ki se gibljejo po ritmu njihovega igranja. Ko vsi ujamejo ritem glasbe, zaigra glasba do konca in animacija se smiselno konča.
There are four players, each of them selects his creature. Each of them has a different
sound of a drum, too. Everybody is playing with two keys on the keyboard. He has to synchronize the rhythm with the rhythm or music, which is being played in the background.
On the screen, an unfinished animation is being played; their creatures are moving and
little drummers are playing. They are moving rhythmically. When everybody gets into the
rhythm, the music finishes and the animation adequately ends.
http://black.fri.uni-lj.si/igrca/
Vesna Čadež: SINHRONIJA /
SYNCHRONY
Pri Sinhroniji gre za sočasnost predvajanja dveh video projekcij, mestnega in naravnega okolja.
Gledalec ju opazuje ločeno, vendar ju dojema kot celoto. Skušala sem izhajati iz dveh diametralnih si pozicij človekovega bivalnega okolja, ki se med seboj dopolnjujeta. Od tod tudi koncepcija
sinhronije, saj gre za hkratnost dogajanj v posameznih prostorih, ki ju opazujemo v mnogoterih
video sekvencah, sočasnosti zvoka in slike ter končno istočasnega gledanja, ko lahko gledalec
preskakuje od ene projekcije k drugi in nazaj. Prikazane so v svoji slikovitosti, sublimnosti, gibljivosti in zvočnosti posnetkov mesta in narave.
In Synchrony we can see simultaneously two video projections, one of urban space and one of
the natural one. Spectator is watching them separately, but he understands them as a whole. I
tried to start from two extreme positions of human living places, which together can complete
one another. Herein emerges the conception of synchrony, because it is about simultaneously
presenting happenings in two particular spaces that we can observe in many video sequences,
synchronity of sound and picture and finally of watching, when spectators' eye moves from one
video to another. Videos are shown in their picturesque, sublime, mobility and sonority aspects
of sequences of the city and the nature.
[email protected]
28
Evelin Stermitz: SVET ŽENSKIH AVATARJEV / WORLD OF FEMALE AVATARS
Programiranje/Coding: Matej Grabnar, Miha Keršič,
Bojan Petkovšek, Dejan Stopar, Peter Zlatnar.
Svet ženskih avatarjev je spletni projekt za razširjeno razumevanje žensk in njihovega odnosa do lastnih teles
na začetku enaindvajsetega stoletja. Internet je bil uporabljen kot umetniški medij raziskovanja in rezultat je
zbirka najrazličnejših slik teles in besedil različnih kultur,
na tej stopnji je javnost vstopala v projekt. Digitalni kolaž preoblikuje material v nova telesa - ženske avatarje,
ki živijo v svojem virtualnem svetu in pripovedujejo
zgodbe. Žarišča razprave o telesu v novomedijski umetnosti so: zasnova tretjega spola, predstavitev tradicionalnih vizij spola, razkritje skonstruiranosti družbenega
spola, razvoj novega jezika telesa.
World of Female Avatars is a net art project for expanded understanding of women and their relation to their
body at the beginning of the 21st century. By using the
internet as an artistic survey media different entries of
body pictures and text from different cultures are collected involving the public into the project. Through a
digital collage the material is transformed into new
bodies - the female avatars, living in their virtual world,
telling individual stories. The focuses of the debate on
body in media art are: draft of the third sex, representations of traditional visions of sex, disclosure of construction of gender, development of new body language.
[email protected]
[email protected]
Nadav Sagir: USTAVLJEN ZA MINUTO / PAUSED FOR ONE MINUTE
Video je sestavljen iz niza video portretov, vsak od njih je dolg eno minuto. Subjektom je bilo naročeno, naj ohranijo določeno držo ves čas
snemanja, držo, ki posnema konvencionalni frontalni posnetek poziranega fotografskega portreta. Portreti so bili kanseje izrezani in postavljeni na nepremično ozadje. Vsa ozadja so računalniško proizvedene podobe, ki reproducirajo okolja, katera je napravil človek. Podobe
izgledajo umetno, kar dodatno poudari poziran videz podobe. Namen
video portretov je začrtati mejo med naravnimi in poziranimi portreti,
sklicujoč se na sestavljene podobe, ki nas obkrožajo v vsakdanjem življenju.
The video consists of a series of video portraits, each a minute in duration. The subjects were instructed to keep as still as possible in a determined pose, a conventional frontal shot, imitating the photographic
posed portrait. The portraits were later keyed and composed on still
backgrounds. The backgrounds are all computer-generated still images
recreating man-made environments in a synthetic manner, further enhancing the posed and created look of the image. The video portraits
try to draw the line between the natural and posed portraits, referencing on the composed images that we are exposed to in our daily lives in
different media that surround us.
[email protected]
Narvika Bovcon, Aleš Vaupotič: IN ILLO TEMPORE (hi-res data video)
Izvajalec in svetovalec za kozmologijo/Performer
and cosmology consultant: Anže Slosar
Video In illo tempore raziskuje možnosti računalniškega
generiranja videa. Izhodišče so podatkovne simulacije,
ki jih je mogoče izračunavati samo na superračunalnikih na inštitutih, pri tem pa smo želeli ohraniti visokoresolucijsko predvajanje, ki ga računalnik omogoča, PAL
video tehnologija pa ne. Video poganja računalniški
skript, ki določa tako čas kot tudi mesto predvajanja
posameznega dela videa na računalniškem ekranu z
resolucijo 1280×1024. Računalnik, ki predvaja video,
vpliva na ritem predvajanja s svojimi softverskimi in
hardverskimi specifikami. Okolje Oken (oziroma
XWindows) aktivno vstopa v tovrsten računalniški video.
The In illo tempore video explores the possibilities of
the computer generated video. It builds on data simulations that can be performed only by means of the supercomputers at the institutes. We wanted to maintain
the high-resolution playback that the computer enables
and the PAL video technology doesn't. Additionally we
used the possibilities of scripted command that determines the location and time of video on the 1280×1024
computer screen. However, each computer showing
the data of videos adds its own rhythm (depending on
hardware and software configuration). The Windows
(or XWindow) environment actively enters this type of
computer video.
black.fri.uni-lj.si/inillotempore
INSPIRATION
COSMOS
BARD
IN ILLO TEMPORE
HI-RES DATA VIDEO
AUDIENCE
SCRIPT EXECUTION /COMPUTER /
SCIENTIFIC COSMOLOGY
SIMULATION /SUPERCOMPUTER /
29
Video Match 05
ALU video
Akademija za likovno umetnost, Univerza v Ljubljani
Academy of Fine Art, University of Ljubljana
Luiza Margan: Dva črna klobuka / Two black hats (9' 50'')
Tomaž Furlan: diptih / Diptych Apple And Juice (1' 46'', 2' 29'')
Klemen Jeraša: Hitrost, ponavljanje / Speed, Repetition (4' 56'')
Uroš Potočnik: Obisk / Visit (6' 08'')
Brina Torkar, Ana Čigon: Ulikses / Ulysses (14'')
Julijan Borštnik: Animacija / Animation (1' 30'')
Dominik Mahnič: Avtoportret / Auto portrait (3' 30'')
Vita Žgur: Second Questioning (6')
Nina Slejko: Ljubezenska zgodba / Love Story (4' 51'')
Mark Požlep: Ciklus mesta / The Cycle of the City (7' 50'')
30
Video Match 05
http://mtd.fh-hagenberg.at
http://dm.fh-hagenberg.at
FH Ha ge nbe r g
Zgornjeavstrijska univerza uporabnih umetnosti || Študijska programa MTD in DM
Upper Austria University of Applied Sciences || MTD and DM Program
Gornjeavstrijska Univerza za uporabne znanosti ponuja devet programov iz področij informacijske tehnologije in medijev v kampusu
Hagenberg. Študenti dodiplomskega študija medijskih tehnologij in
oblikovanja (Media Technology and Design - MTD) in diplomirani
študenti magistrskega programa Digital Media (DM) med študijem
spoznajo široko paleto tehničnih in kreativnih vsebin, povezanih z
industrijo digitalnih medijev.
Diplomski program MTD je sestavljen iz dveh delov: tehničnega dela, v katerem je poudarek na računalništvu, omrežjih, računalniški
grafiki, animaciji, zvoku, videu in multimedijski tehnologiji ter oblikovalsko usmerjenega dela, ki pokriva kreativne možnosti in številne
vidike produkcije vsebine. Projektno delo ponuja študentom
možnost za razvoj lastnih specifičnih interesov. Podiplomski program DM omogoča študentom dodatno specializacijo njihovih veščin na enem izmed štirih področij: animacija in post-produkcija,
računalniške igre, interaktivni mediji in digitalno založništvo.
The Upper Austrian University of Applied Sciences offers
a total of nine programs in the fields of Information
Technology and Media on the Hagenberg campus. Students of the bachelor program, Media Technology and
Design (MTD), and graduate students in the masters
program, Digital Media (DM), cover a wide range of
technical and creative topics related to the digital media
industry during their studies.
The MTD bachelor program consists of two parts: a
technical component emphasizing computing, networking, computer graphics, animation, audio, video, and
multimedia technology, and a design-oriented component involving creative abilities and many aspects of
content production. Project work provides students
with the opportunity to develop their specific interests.
The DM graduate program allows students to further
specialize their skills in one of four areas: Animation and
Post-production, Computer Games, Interactive Media,
and Digital Publishing.
recurrence
15:02
2004
A. Adlhoch,
P. Willnauer
Hannes Brandner
Adam Gokzecade
Jörg Grubmüller
Jürgen Haderer
Michael Mayr
Robert Priewasser
Heinz Sambs
Sabine Schauer
Christoph Schaufler
Recurrence is a short film in black and white about failure. An astronaut
awakes from a deep sleep in his space ship, aimlessly drifting in space. He is
totally oblivious of any past events. Investigations gradually reveal his fate to
him: a hopeless situation.
Vračanje je kratek črno-beli film o neuspehu. Astronavt se prebudi
iz globokega spanja v svoji vesoljski ladji, ki brezciljno lebdi v vesolju. Preteklih dogodkov se sploh ne spominja. Z raziskovanjem
postopoma razkrije svojo usodo: brezupno situacijo.
Neegeeh - now - the only word for a definite point in time in the language of
the Micmac-Indians, who otherwise see time as an indefinite circle. Neegeh examines the cyclical, circular nature of time by simultaneously portraying one
event both forward and backwards in the same space.
Neegeeh - zdaj - edina beseda za določeno točko v času v jeziku
Indijancev Micmac, ki sicer razumejo čas kot neskončen krog.
Neegeh raziskuje ciklično, krožno naravo časa s simultanim prikazom istega dogodka naprej in nazaj v času v istem prostoru.
neegeh
04:48
2004
R. Keil, A. Adlhoch
Andreas Gessl
David Zuderstorfer
anima
04:47
2003
R. Keil
Andreas Gessl
David Zuderstorfer
Daniel Kuales
Christian Hanl
Florian Landerl
Stefan Unterhuber
Johannes Wohlgemuth
Anima combines stop-motion
and 3D animation techniques
to tell the story of two entities,
one male and one female, from
two different worlds. A tear in
the fabric between these two
worlds leads to an encounter
which explores the states of curiosity and vulnerability.
Anima združuje tehnike animacije z zaustavljanjem gibanja in
tridimenzionalne animacije v
pripovedi o dveh bitjih, moškega in ženskega spola, iz dveh različnih svetov. Razpoka v tkanini
med tema dvema svetovoma vodi v srečanje, ki raziskuje stanja
radovednosti in ranljivosti.
31
beyond
04:02
2004
R. Keil
Daniel Kuales
ode an die
typographie
2004
R. Keil
Claudia Wohlmuth
deux personnes
20:00
2004
Adlhoch, Willnauer
Iris Hekel
Stefan Weninger
das ende der
welt
2004
R. Keil
Birgit Schuhmann
life goes on
2004
R. Keil
Florian Hausberger
infinite
Infinite examines the interconnections of water
and life through the experiences of one man,
06:56
whose search for a headache remedy soon re2004
sults in an unexpected turn of events.
Neskončen raziskuje medsebojne povezave
R. Keil
vode in življenja skozi izkušnje enega človeka,
Gerald Painsi
katerega iskanje zdravila proti glavobolu nas
Reinhard Feichtinger kmalu popelje v nepričakovani razvoj dogodkov.
Jochen Leopold
Alexander Lang
Martin Aufinger
untitled
01:19
G. Sprung
Naš mikro univerzum je v osnovi sestavljen iz
majhnih poskakujočih kroglic. Atomski delci drvijo prek neskončnih prostranstev niča, da ustvarijo
to, kar dojemamo kot snov. To neimenovano delo raziskuje ta koncept v veliko večji, unverzalni
razsežnosti. Le zaradi česa poskakujejo kroglice?
Our microverse basically consists of little balls
bouncing. Atomic particles speed across vast expanses of nothingness to create what we perceive as matter. This untitled work explores this
concept on a much larger, universal scale. Just
what makes the balls bounce?
Beyond takes on the challenge
of portraying illusions in motion.
A realistically animated world is
the source for illusions that express wishes only possible in a
mirrored world.
Onkraj se loteva izziva portretiranja iluzij v gibanju. Realistično
animirani svet je izvor iluzij, ki
izražajo želje, ki so možne le v
zrcalnem svetu.
The animation is based on Ode to
Typography by Pablo Neruda. In
this book Neruda describes the
history of font and the effect that
the written word has had in the
development of our society and
culture. The images for the animation were chosen by free association while reading "the ode".
The animation scrolls from the
bottom to the top of the screen,
much like the credits in a film.
Animacija temelji na Odi tipografiji Pabla Nerude. V tej knjigi
Neruda opisuje zgodovino pisave in vpliv, ki ga je pisana beseda imela na razvoj naše
družbe in kulture. Podobe za
animacijo so bile izbrane z metodo prostih asociacij med branjem Ode. Animacija se premika
od dna do vrha zaslona, podobno kot končna špica v filmu.
Deux Personnes tells the story of
two Jewish characters who occupy the same apartment during
the Second World War. Each
character's interaction with objects in the apartment influences
the actions of the other occupant, although both are seemingly unaware of this connection. The correct order of events
in the lives of both characters is
left as a puzzle for the observer.
Deux Personnes pripoveduje
zgodbo o dveh Židih, ki stanujeta
v istem stanovanju med drugo
svetovno vojno. Interakcija vsakega lika s predmeti v stanovanju
vpliva na dejanja drugega stanovalca, čeprav se oba na videz ne
zavedata povezave. Pravilni vrstni
red dogodkov v življenjih obeh likov ostane uganka za opazovalca.
Das Ende der Welt depicts the
Dada poetry of Richard Huelsenbeck. This interpretation
takes advantage of audio,
graphics, and typography to
bring his poetry to life.
Konec sveta prikazuje dadaistično poezijo Richarda Huelsenbecka. Ta interpretacija izrablja prednosti zvoka, grafike
in tipografije, da njegovi poeziji vdihne življenje.
The short film Life Goes On tells
a story about life. The transience of time is depicted
through the developments of
the main character. As he grows
up, the world around him also
experiences changes. Everything evolves faster and faster
and becomes even more chaotic. But this ever rapidly evolving
world is doomed to ultimate
collapse. The end is near, but
so, too, a new beginning.
Kratki film Življenje teče dalje je
zgodba o življenju. Minljivost
časa je prikazana skozi razvoj
glavnega lika. Med njegovim
odraščanjem doživlja spremembe tudi svet okoli njega.
Vse se razvija čedalje hitreje in
postaja bolj kaotično. Vendar pa
je ta hitro razvijajoči se svet obsojen na končni propad. Konec
je blizu, z njim pa tudi nov
začetek.
32
Video Match 05
RETRO-VISION
Univerza umetnosti Beograd, (izbor RETRO-VISION),
Umetnostni direktor: Jovan Čekić, Selektorica: Maja Stanković/
University of Art Belgrade, (RETRO-VISION selected),
Art Director: Jovan Čekić, Selector: Maja Stanković
Značilna lastnost današnje umetnostne produkcije je vsekakor pomanjkanje dominantnega modela, ki bi zajemal vse registre produkcije.
Ta pluralizem odpira možnosti različnim povezavam, tako znotraj lokalne kot tudi globalne mreže. Če so nekoč obstajala različna
prizorišča s svojimi lastnimi strategijami predstavitve, lahko danes govorimo o mrežah in strategijah njihovih medsebojnih povezav.
Zaradi tega danes vsaka produkcija vključuje mreže kot svoj osnovni element. Vendar pa takšna preprosta omrežja s seboj prinašajo tudi
prevlado uniformnega razmišljanja, promiskuiteto znakov in vrednot ter neustavljivi pretok denarja.
RETRO-VISION odpira možnosti povezovanja umetnikov različnih generacij in senzibilnosti. Je poskus zbliževanja različnih pogledov na
naše spreminjajoče se življenje, hkrati pa se poskuša v največji možni meri izogniti pastem uniformnosti in provincialne manjvrednosti.
Letos je poudarek na produkciji, še zlasti na video ustvarjanju domačih umetnikov, obenem pa tudi ustvarjanju prostora za razmislek o
našem mestu na globalnem zemljevidu umetniških dogodkov. Odprtje tega mesta je možno le skozi umetnostno produkcijo in nenehni
ponovno osmišljanje puščice časa - od mesta, na katerem smo začeli, do tja, kamor se želimo prebiti.
What marks artistic production nowadays is certainly a lack of a dominant model that would cover all registers of production. This
pluralism opens possibilities for different connections, both within the local and the global network. If once there had been different
scenes with their own strategies of presentation, then nowadays one might speak of networks and strategies of their connection. For this
reason, each production nowadays includes networking as its constitutive moment. But, this easy networking also brings along the
domination of uniform thought, promiscuity of signs and values and the unstoppable flow of money.
RETRO-VISION offers possibilities for the connection of artists of different generations and sensibilities. It is an attempt to bring different
views of our changing life into one proximity. At the same time, it is an attempt to avoid traps of uniformity and provincial inferiority as
much as possible. This year, emphasis is laid on production, primarily of video works by domestic artists, which at the same time makes
room for pondering our place in the global map of artistic events. The opening of this place is only possible through artistic production
and the constant rethinking on the arrow of time - from where we started and where we wish to go.
Jovan Čekić
Cilj koncepta RETRO-VISION je konceptualizacija del skozi njihovo določitev v natančnih koordinatah časa-prostora, ki delujejo izven obstoječih dominantnih modelov. Determinante teme in vsebine so izpuščene. Ponujene so nekatere reference, ki
naj bi priskrbele osnovni okvir za različne pristope ukvarjanja z videom.
RETRO-VISION je predstavljen kot časovna premica. Smeri gibanja na časovni premici
se razlikujejo po zagotovljenosti, spremenljivosti in prisotnosti premice preteklost-prihodnost. Socialna, ideološka, družinska in osebna okolja so različni registri razmišljanja, ki sekajo vsako točko na tej premici. V upočasnjenem gibanju se med seboj mešajo kot dana, uveljavljena, nespremenljiva. Druga stran časovne premice je
usmerjena v voljo, željo ali potrebo po spremembi obstoječega, na področje
možnega in v razmišljanje v kontekstu prihodnosti. Vizionarsko oddaljevanje od določenega, običajnega - odprtost za neznano - je povezano z možnostjo projiciranja
samega sebe v virtualno, s tendenco do aktualizacije v prihodnosti.
Posebnost časovne premice RETRO-VISION je v sedanjih okoliščinah socialni kontekst,
ki jo določa. Prehod, obdobje nedoločenega trajanja, zaostruje in destabilizira običajno napetost med preteklostjo in prihodnostjo. Preteklost ostaja premočno zakoreninjena v sedanjosti. Prihodnost je stisnjena v najkrajše možne časovne determinante,
negotova, odrezana in odstranjena. Destabilizacijski značaj časovne premice se kot
odmev širi po vseh registrih, od osebnega do družbenega. Vsaka misel o prihodnosti
postane obremenilna, podrejena preteklim izkušnjam ali neizpolnjeni želji.
Opazovanje časovne premice skozi produkcijo je aktualizacija odnosa med preteklostjo in prihodnostjo: RETROartistVISION. Obenem omogoča popravek gibanja in dviganje zavesti odločitve o določenosti, ki izhaja iz dela z registri misli, od dejanskega
retro-opazovanja do virtualnega distanciranja.
The RETRO-VISION concept has as its goal the conceptualization of works through
their determination in precise time-space coordinates that function outside of dominant existing models. Determinants of topic and content have been left out. Certain
references have been offered that should provide the basic framework for different
approaches to working with video.
RETRO-VISION is conceived as a time-line. Directions of movement within the timeline differ by certainty, changeability and presence on the past-future line. Social surroundings, ideological, family, personal - are different registries of thinking which cut
through every dot on that line. In suspended motion, they blend as given, established, unchangeable. The other side of the time-line points to the will, desire or need
for changing the existing, looking towards the possible and thinking in the context of
the future. The visionary distancing from the certain, common - openness for the unknown - is related to the possibility of projecting oneself into the virtual, with the tendency of actualizing in the future.
In current circumstances, the distinctiveness of the RETRO-VISION timeline is the social context that determines it. Transition, a period of undetermined duration, is
sharpening and destabilizing the usual tension between the past and the future. The
past remains too strongly in the present. The future is condensed into the shortest
possible time determinants, being uncertain, cut and removed. The destabilized
character of the time-line spreads like an echo to all registries, from personal to social.
Every thought about the future becomes burdening, subordinated to past experience
or an unfulfilled wish.
The observation of the time-line through production is actualising the relation between the past and the future: RETROartistVISION. At the same time, it enables the
correction of movement and consciousness-raising of the decision about determination that is derived from work with the registries of thought, from actual retro-observation to virtual distancing.
Maja Stanković
33
Antea Arizanović: I am...
(4' 13'')
Transformacija moških v ženske, ki se sprašuje o problemu identitete. /The transformation of men to
women, questioninig the problem of identity.
Maja Rakočević: Storysellers (3' 00'')
Podobnost med načinoma pogovarjanja in smehljanja med dvema različnima človekoma: eden je
najmogočnejši človek na svetu, drugi pa njegovo nasprotje./Resemblance in the way of talking and
smiling between two different people: one is the most powerful man in the world and the other is
the opposite.
Arion Asllani: Hommage to Mr.President [George W. Bush]
(4' 22'')
Parodija narodno-zabavne skladbe, v kateri igra glavno vlogo sam umetnik./The parody of country
song in which artist himself plays main role.
Tatjana Krstevski: Ulični prodavac / The Streetsellers
(6' 40'')
Črni trg kot produkt tranzicijskega procesa v družbi./Black market as a product of transition process in
society.
Ivana Ilić: Isti / The Same (2' 35'')
Podobnost v fizičnem izgledu ali vpliv množičnih medijev na zasebno življenje./Similarity in physical
appearance or massmedia impact on private life.
Bojana Nikolić: Dance (3' 28'')
Indijanski ples v kombinaciji z ostrimi, nadležnimi, mehanskimi zvoki predstavlja problem
samoizražanja v mehaniziranem svetu./Indian dance in combination with sharp, irritating,
mechanistic sounds marks problem of expressing oneself in mechanistic world.
Sara Oblišar, Đorđe Arambašić, Vlada Paunović: Eto sreće
/ Here comes the happiness (4' 21'')
Umetnica in njeno delo v spreminjajočem se procesu rekreacije./Artist and her work in changing
process of recreation.
Danijela Popović: Bacim se na sto čim ugledam sarmu
spremnu / I throw myself on the table soon as I see
'sarma' is ready (9' 46'')
Beograd - alternativna rap scena./Belgrade - alternative rap scene.
Ivana Smiljanić: I Spoil Everything (2' 28'')
Dve različni stanji ženske identitete./Two different states of female identity.
Milica Ružičić: Teorijska tiranija / Thirany of the
Theory (6' 38'')
Popolnoma drugačna, avtentična interpretacija nekega "umetniškega fenomena"./Completely
different, authentic interpretation of some 'artistic phenomenon'.
Ana Nedeljković: Odustajem od Zapadne Evrope / I give up
Western Europe (2' 12'')
"Moj osebni odnos do zahodne Evrope ali odnos zahodne Evrope do mene."/"My
personal attitude towards Western Europe or Western Europe's attitude toward me."
34
Slovenski intermedijski umetniki/
Slovene Intermedia Artists
D u š a n B u č a r : G ovorj en j a i n moml j an j a/Tal ks and mumbl i n g s
V kleti si v iz kartona urejenega bivalnega prostora nasproti stopita dva človeka ujeta v ekran televizorja. Oba odpirata usta v sicer razumljivih
jezikih, vendar iz ust prihaja samo momljanje. Ujet v zaporu, človek razvije svoj način komuniciranja še posebej s sotrpini, ki so ujeti zaradi
raznih vojn in spopadov. Interier v kleti je urejen iz odpadnega kartona v sicer lično izdelano pohištvo izven vseh zakonitosti trendovskega
oblikovanja. Človeka, ujeta v ekran, sta eden drugemu zrcalni sliki, torej eno in isto, obrnjeno po osi. Kdo je prvi in kdo ni, ni niti pomembno,
kajti vzporedne realnosti v našem življenju ne dojemamo prav dobro, zato je prostor izven časa in v njem prebivanje v sedanjosti ni mogoče.
V konceptu se projekt navezuje na Orwellovo leto 1984 (1948), ki je dejansko mejnik v uporabi novih tehnologij. Video instalacija je novomedijsko umetniško delo umestila v kiparsko umetniško delo prostora.
S praktičnega stališča je momljanje tisto, ki pripelje do nerazumevanja, prav tako kot se sedaj dogaja v Iraku in drugih muslimanskih deželah.
Za zahodni svet je obrnjena pisava nerazumljiva in jo lahko tolmačimo kot momljanje. Ljudje pahnjeni v temačen svet temnic (katakomb) ostanejo sicer varni pred brutalno smrtjo, vendar jih čaka drugačna oblika mučenja. Prav različna imena boga pripeljejo do katastrof, kjer je
momljanje ............. oblika komuniciranja. Normalni pogovori so mogoči šele, ko se izenači svoboda udeležencev v pogovoru. Kaj pa svoboda
je, je že drugo vprašanje.
In a basement, from a cardboard living room two people come out and meet each other. They are both captured in a television screen. They
both open their mouths and speak their languages, but out comes just mumbling. Captured in a prison, man develops his own way of communicating with fellow prisoners, specially when imprisoned for war crimes. The basements interior is furnished with junk cardboard, beautifully designed and out of every standard trendy design. The two people, captured in the screen are a reflection of each other, the same person inverted by the axe. Who is first and who isn't, doesn't matter. We do not understand well the parallel reality of our lives anyway. That is
why this place exists completely out of time and life in it now is impossible. The concept of this project is linked to Orwell's year 1984 (1948)
a turning point in the use of new technologies. The video installation placed new media artwork into an art space sculpture.
Practically speaking, mumbling is what brings about misunderstanding. Iraq and other Muslim countries today are an example of that. To
the western world the inverted writing is incomprehensible and we see it as mumbling. People thrown in a dark world of a prison (a catacomb) remain safe from a brutal death, but another kind of torture awaits them. It is different ways of naming God that leads to catastrophe
in which mumbling is a way of communicating, Normal talks are made possible when the freedom of all participants is equal. What freedom
is, is a completely different issue.
E c l ips e : Spe ctr um M agent a
Interaktivni performans/Interactive performance
Rekonstrukcija hardvera/Hardware reconstruction:
Martin Hribar in Boštjan Špetič.
Programiranje in zvok/Coding and sound: Luka Prinčič.
Performerka skuša zapeljati računalnik, da bi
v njem našla tisto, kar mu manjka do idealnega
partnerja./The performer is trying to seduce
the computer in order to find in it what it
lacks to become an ideal partner.
35
Eclipse je ženski tandem, šolan v vizualnih medijih, ki je vdrl na sceno s
potrebo po radikalnem. Oči javnosti ga prvič uzrejo 6. 1. 1999./Eclipse is a
female tandem that comes from visual media backgrounds. It stormed the
art scene with the need for the radical.
M i h a C i g l a r : Skladb e/Com posi ti ons
Illusions (2005)
Kompozicija zvoka v skladbi temelji na FM sintezi. Vmesnik, preko katerega
se igra na instrument, je sestavljen iz osmih avdio kablov, povezanih s posameznimi avdio vhodi na zvočni kartici. Glasbenik s prsti "igra" po drugih
koncih kablov, ki so kot "tipke" pritrjeni na mizo. S tem povzroča šibek električni tok, ki se v računalniku s pomočjo programa PD (pure data) kvantizira
v dve stanji ("high" - "low") ter koristi kot digitalni signal za manipulacijo
različnih parametrov. Skladba je sestavljena iz prostih in predkomponiranih
delov, ki se ves čas izmenjujejo ter prikrivajo funkcije posameznih "tipk".
The instrument consists of 8 conventional audio cables with one end connected to 8 independent inputs on an audio interface. The musician is playing the instrument by touching
the other ends of the cables with his bare hands, provoking a week electronic current which
can be detected by an envelope follower in the real-time software PD (Pure Data). By quantizing the follower's spectrum into a High and a Low level, the gained data is translated into
2 discrete values (1 and 0). This 8 bit information is controlling all parameters of an FM synthesis based instrument employing 5 oscillators with the basic waveforms.
Resistance (2005)
(za računalnik, elektrificirano kitaro in človeško telo)
Skladba delno temelji na konceptu skladbe "Illusions", vendar je tukaj osem
kablov prispajkanih na posamezne kitarske prečke. Ponovno predstavlja stik s
kitaro oz. kabli edini vmesnik med glasbenikom in računalnikom. Poleg koriščenja "on/off toka" za generacijo in manipulacijo digitalnih podatkov pa se
v tej skladbi v živo procesira in obdeluje tudi že obstoječi zvok kitare. Glavna
ideja je "iskrena" manipulacija zvoka brez ozira na estetske ideale ali umetne
dramaturške linije. Zvok se le delno oblikuje z računalnikom, v glavnem pa
ga zaznamujejo unikatni parametri mojega telesa. Kabel, po katerem se zvok
prenaša iz kitare v obliki izmeničnega toka, v tem primeru ne vodi v kitarski
ojačevalec oz. efektni procesor, temveč neposredno v moja usta. Tako prepotuje moje telo in izstopi skozi prste leve roke v trenutku, ko pritisnem struno
ob prečko s prispajkanim kablom. Zvok, ki sedaj že krepko zveni "po meni",
nadaljuje pot v računalnik, kjer se še dodatno obdela.
The piece is built up on radically manipulated live guitar sounds. In first instance, the electronic current generated by an electro-acoustic guitar runs through the
player's body, which colors the original sound in a very unique way. The dynamic gradations are directly connected with a physical sensation i.e. pain, creating a
natural balance of tension and resolution.
Body mix (2005)
(za glas, mešalno mizo in človeško telo)
Skladba je realizirana brez računalnika oz. izključno v analogni tehniki in temelji na ideji o zlorabi oz. neobičajni uporabi obstoječe
"tehnologije". Mešalna miza je s pomočjo feedback "efekta" (povezava izhoda z vhodom) spremenjena v oscilator, telo glasbenika pa v
mešalno mizo. Glasbenik vokalno improvizira, zvok pa se s pomočjo mikrofona spremeni v izmenični tok, ki skozi kabel, ki je prilepljen na
glasbenikovih prsih, vstopi v njegovo telo. Vhod in izhod mešalne mize nista neposredno povezana, temveč vodi tudi ta "pot" skozi glasbenikovo telo, tako je tonska višina feedback oscilatorja odvisna od upornosti oz. količine telesa vmes, kar omogoča uporabo celotnega
tonalnega spektra... Vokalna improvizacija se v glasbenikovem telesu pomeša s feedback signalom mešalne mize, kar harmonsko obogati
spekter oscilatorja oz. vključi tudi glasbenikov glas v oscilacijo.
... a composition for voice, mixing board and human body ...
www.ciglar.mur.at
36
Bogdan Soban: 10 l e t gener ati vn e u m e t n o s t i
/ 10 Years of Gener ative Ar t
Od barvnih kvadratkov do večnivojske deformacije
fraktalne matematike in potapljanja v globino slike.
Čeprav sega razvoj mojih prvih generativnih programov v zgodnja osemdeseta leta, v čas znanega
C64 z video izhodom na TV monitor, je bila prva javna predstavitev mojega ustvarjanja na 1. Festivalu
računalniških umetnosti v Mariboru leta 1995. Ciklus slik iz barvnih točk, črt in likov poimenovan
"Trenutki" je bil predstavljen v obliki barvnih odtisov na A4 formatu izdelanih na tiskalniku HP Desk
Jet 550C. Uporabljen je bil programski jezik GWBASIC z nepremostljivo omejitvijo velikosti slike 640 ×
350 barvnih točk. Tipičen primer generirane podobe iz tistega obdobja prikazuje prva slika.
Obvladovanje risanja geometrijskih likov je v nadaljevanju rodilo ciklus podob iz realnega sveta. Slike
kraške krajine, cvetja ali soških postrvi so bile sestavljene iz drobnih geometrijskih likov, ki so se
združevali v prepoznavne objekte. Čeprav je bil še vedno viden grobi raster, se je tehnika izdelave
slike vse bolj premikala proti finejši obdelavi ekrana in doseganju nepravilnih geometrijskih oblik.
Značilna primera iz tistega obdobja sta kraška krajina na drugi sliki in cvetje na tretji.
Vsi dotedanji programi so bili pragmatičnega tipa, kar pomeni, da je bil njihov rezultat v smislu
motiva definiran, varirala je samo različica motiva v izbranih prostostnih stopnjah. Osvojitev
algoritemskega principa, ki oblikuje sliko na osnovi matematičnih formul, je bilo pravo odkritje. To je
bilo tudi obdobje prehoda na programiranje v jeziku Visual Basic. Stopnja nepredvidljivosti je
presegla vsa pričakovanja, saj je bilo nemogoče v naprej predvideti, kako se bo algoritem vizualiziral.
Razvoj algoritemskih slik se je začel z raznobarvnimi ploskvami nepravilnih oblik, šel prek
brezstopenjskih prehodov med barvnimi polji ter se nadaljeval v ustvarjanju pogledov na virtualne
krajine. Uporabe rekurzivne metode in algoritemskih funkcij je omogočila generiranje
tridimenzionalnih objektov. Tipična primera iz tega obdobja sta nočna krajina na četrti sliki in
skulptura na peti. Algoritemski koncept mi je omogočil tudi raziskovanje - sprehajanje po sliki v
neskončnem dvodimenzionalnem prostoru.
V novejših obdobjih sem svoje algoritme nadgradil s fraktalno matematiko, kar pomeni naslednji
korak pri doseganju likovnih karakteristik slike. Večnivojska deformacija fraktalnih formul ustvarja
likovne podobe, ki niso nič več tipični fraktali, ampak postajajo vse bolj popolne abstrakcije brez
prepoznavnih geometrijskih oblik. Fascinantnost pristopa je v možnosti raziskovanja slike po globini,
kar odpira pogled v tretjo dimenzijo sicer ploskovite podobe. Raziskovanje ene same slike "matere"
omogoča ustvariti neskončno število slik "hčera", ki lahko imajo nekatere skupne poteze ali pa tudi
ne. Vse je namreč odvisno od "srečne roke" pri izbiri točke potopitve in globine (šesta slika).
Pri razvoju programov sem se vedno praviloma izogibal kakršnihkoli vplivov od zunaj na potek
generativnega procesa. Objektno programiranje in krmiljenje programa z miško pa odpira novo
dimenzijo v smislu interaktivnih programov. Tako sem predelal nekaj svojih programov in omogočil
posege uporabnika oziroma opazovalca. Eden izmed takih primerov je tudi program "odkrivanje", ki
uporabniku omogoča, da s klikanjem po ekranu odkriva sliko, ki jo je predhodno generiral
računalnik. Interaktivnost je v izboru trenutka zagona programa, ki ga izbere uporabnik, to pa ima
odločilen vpliv na ustvarjeno sliko.
Bogdan Soban
www.soban-art.com
Artist's Statement
37
The main purpose of my project is to create pictures - artworks on the screen of the computer, to
choose interesting and aesthetic examples and save or print them. Pictures are created using my own
genetic designed software without applying any existing program of graphic design available in the
world. At the beginning I used GWBASIC programming language but later I began to apply VISUAL
BASIC. The method I use is known as "Generative Art". Each picture created in this way is an absolute
unique item, it was never be seen before and will never be repeated in future. Practically it exist the real infinite number of possibilities. Using the very simple example composed of three colored squares
(16 colors of background, 16 colors of square, 100 different dimension of squares and 135.000 possible
position of each square on the screen) it needs more than 80 billions years to see all possible combination creating one per second. It is nonsense to calculate the number of possibilities for a little more
complex picture. For the human understanding it means infinite and so the unexpected result of the
generative process could be a creation.
To realize unpredictable pictures I use random number generator calculating seed out of starting time
value of the generative process. Theoretical could be possible to anticipate the image but not knowing
the precise starting moment is quite impossible.
The other very important method of my approach is not to interfere with running program. During
the creation of the image any communication with the program is impossible. It is absolutely free to
create the picture. I also never change or elaborate generated image and if I don't like it I leave it to be
lost. And finally I never print the artwork more than once so I guarantee unique item with no copies.
Developing my programs I use pragmatic or mathematic instructions to define the rules by which
such artworks are executed with different influences on the level of unpredictability of results. In the
area of artificial design the pragmatic code type are used because we have to know the object we
want to create, unpredictable is only its variant. Mathematic instructions are much more appropriated
for creating art where we don't need to have the least idea of the final result. Examining closely mathematic type of programs I discovered that until the program is alive the image exist in an immense 2D
space because all mathematic expressions have definite values for all values of x and y in Cartesian coordinate system. I arranged one program that make me possible to "walk" up and down, left and
right and discover how the image looks on different distances from the starting-point of the coordinate system. No canvas or screen limits any more, such an image exist in universe. Important is to apply right mathematic expressions that can create interesting shapes far from the point (0,0).
Narave 2/Natures 2
Selekcija Miloša Bašina/Miloš Bašin's Selection
Bežigrajska galerija 2, Vodovodna 3, Ljubljana, Slovenija, 17. - 20. maj 2005
Prireditelj / Organizer
Mestna galerija, Ljubljana, Slovenija
Kustos razstave / Curator of the exhibition
Miloš Bašin
Besedilo / Text
Miloš Bašin
Mestna galerija Ljubljana
Mestni trg 5
Slovenija
1000 Ljubljana
Tel. +386 1 24 11 770
Fax. +386 1 24 11 782
e mail: [email protected]
www.mestna-galerija.si
Enota / Unit:
Bežigrajska galerija 2
Vodovodna 3
1000 Ljubljana
Slovenija
Tel. +386 01 436 69 57, 436 40 57
Fax. + 386 01 436 69 58
www.mestna-galerija.si
Bežigrajska galerija 1®, Dunajska 31,
Ljubljana, Slovenija
Razstava / Exhibition: 8 / 2005,
Narave 2 / Natures 2
Bežigrajska galerija 2
17. - 20. maj 2005
17 - 20 May 2005
V Bežigrajski galerija 2 bo multimedialni festival Narave, ki bo v
sklopu Mednarodnega festivala računalniških umetnosti v Mariboru. Naslov ljubljanskega dela je Narave 2.
Dela temeljijo na podobah narave, tudi na samo posameznih sekvencah ali pa imajo izhodišče v posameznih elementih, ki se nahajajo v naravi. Narave so podobe iz narave, podobe žive narave in podobe mrtve narave. Tudi v naravi človekovega bivanja in prebivanja,
razmerij med preteklimi in današnjimi dogodki ter njihovemu komentiranju.
Narave 2 so zaznamovane z ljudmi v njej in njihovimi naravami.
In Bežigrajska Gallery 2 in Ljubljana a multimedia festival Natures 2
will take place as part of the 11th International Festival of Computer Arts in Maribor.
The presented works are inspired by visions of nature, sometimes
they are singular sequences or they are evolved from certain elements found in nature. Natures are images of nature, of living nature and of dead nature. Also in the nature of human existence and
living, in the relationships between the past and present events and
their reflections.
Natures 2 are defined by people in nature and by natures of people.
Miloš Bašin
Sedem pogledov na goro Jety-Oguz/Seven Views of "Jety-Oguz" Mount
2005, 2 min
Muratbek Djoumaliev, 1965, Bishkek, Kirgizija/Kyrgyz Republic
Gulnara Kasmaileva, 1960, Frunze (Bishkek), Kirgistan/Kyrgyzstan
Atmosfera (Reklamni pano)/Atmosphere (Bilboard)
2004, 5 min
Miha Vipotnik, 1954, Ljubljana, Kalifornija/California
Računalniška animacija/Computer animation: Simon Sedmak. Zvok/Sound: Julij Zornik, Studio 100 d.o.o., Ljubljana.
Videoanimacija
"Puna Syndicate"
2004, 58 min
Milanka Fabjančič, 1981, Ljubljana
Glasba/Music: Puna Syndicate
Staying alive
2004, 7:09 min
Andreja Eržen, 1969, Goričane pri Medvodah
Body Sign Hypno Trance
"Telo-znak"/ "Body-Sign"
2004, 5:41 min
Barbara Jurkovšek, 1981, Ljubljana
Zamisel, režija, ples/Idea, directing, dance:
Barbara Jurkovšek
Glasba/Music: Tehno - trance
Produkcija/Production: D.O.K. production
Rekviem/Requiem
2004, 5:30 min
Judita Kavčnik, 1982, Kranj
Glasba/Music: John Rutter, Requiem
Abyssos
2004, 17:35 min
Toni Meštrović, 1973, Split, Hrvaška/Croatia,
Glasba/Music: Hannes Hölzl, Nemčija/Germany
Produkcija/Producer: Academy of Media Arts Cologne
Državi produkcije/Countries of production:
Nemčija, Hrvaška/Germany, Croatia
Sound Of Pillar
2004, 3:41 min
Boštjan Perovšek, 1956, Ljubljana,
koncept in glasba/concept and music
Miran Brumat, 1956, Solkan,
video oblikovanje/video design
Kocke/Cubes
2004, 0:16 min
Uroš Potočnik, 1974, Slovenj Gradec
Vdih - izdih/
Breath in - breath out
2005, 8 min
Olga Pirih, 1962, Ljubljana
Vladimir Ristić, 1966, Ljubljana
Projekcija na sliko/Projection onto a painting:
1. 190 x 190 cm, 2. 190 x 190 cm,
olje, platno/canvas, oil paint
Nostalgija/Nostalghia
2004, 2:22 min
Alenka Premru, 1982, Slovenj Gradec
2+6
2005, 0:06
Robertina Šebjanić, 1975, Murska Sobota
Tehnična pomoč/Technical assistance: Luis Figueiredo
Rojstvo smrt/Birth Death
2004, 2:36 min
Jurij Selan, 1982, Ljubljana
Igra/Actress: Tina Martinec
Kabinetni ljudje/Cabinet People
2005, 1:03 min
Gaja Zornada, 1982, Ljubljana
39
Kazalo/Contents:
1
Selekcija Petra Weibla / Peter Weibel's Selection
Peter Weibel: Postmedijsko stanje / Postmedial Condition
4
PW_ Markus Huemer: Neki klasik / Anyone Classic
6
PW_ Orhan Kipcak: Arsdoom 1, Arsdoom 2
8
PW_ Laura Beloff, Erich Berger, Martin Pichlmair: Čudežni škorenjčki / Seven Mile Boots
10 Open.Line, kustosa/curtated by Narvika Bovcon, Aleš Vaupotič
narvika.bovcon.com, ales.vaupotic.com: Open.Line - spletna umetnost prikazovanja elementov podatkovnih
zbirk / Open.Line - web art of database elements presentation
12 Open.Line_ Andruid Kerne & Interface Ecology Lab: combinFormation
12 Andruid Kerne, Eunyee Koh, Steve Smith, Blake Dworaczyk, Daniel Caurso, Ross Graeber, Hyun Choi, J. Michael
Mistrot, Mahur Khandelwal, Andrew Webb: Using Composition to Re-Present Personal Collections of
Hypersigns / Raba kompozicije za re-prezentacijo osebnih zbirk hiperznakov
17 Open.Line_ Marcos Weskamp, Dan Albritton: Newsmap
18 Open.Line_ Amy Alexander, Florian Cramer, Olga Goriunova, Matthew Fuller, Alex McLean, Alexei Shulgin, and
the Yes Men: Runme.org
19 Open.Line_ Narvika Bovcon, Aleš Vaupotič: ArtNetLab - ArtNetInfo
20 Open.Line_ IRWIN: East Art Map
20 Open.Line_ Martin Bricelj: Memory - Zgodovina slovenskega grafičnega oblikovanja / Memory - A History of
Slovene Graphic Design
21 Open.Line_ Wikipedjia Slovenija / Wikipedia Slovenia (Primož Peterlin)
22 Open.Line_ SCCA-Ljubljana: Artservis
23 Open.Line_ Creative Commons Slovenija (Maja Bogataj)
24 Open.Line_ LeCielEstBleu: PuppetTool
25 LIMAUL, kustos/curated by Srečo Dragan
Srečo Dragan: Re-pozicioniranje umetnosti znotraj tehnologije in aktivizma / Re-positioning of Art inside
Technology and Activism
25 LIMAUL_ Akademija za likovno umetnost in Fakulteta za računalništvo in informatiko, Univerza v Ljubljani,
podiplomski študij katedre za Video in nove medije, 05 / Academy of Fine Art and Faculty of Computer and
Information Science, University of Ljubljana, graduate study of Video and New Media, 05
30 Video Match 05_ ALU Ljubljana
31 Video Match 05_ FH Hagenberg
33 Video Match 05_ RETRO-VISION UU Beograd / Belgrade
35 SI_ Dušan Bučar: Govorjenja in momljanja / Talks and Mumblings
35 SI_ Eclipse: Spectrum Magenta
36 SI_ Bogdan Soban: 10 let generativne umetnosti / Artist's Statement
37 SI_ Miha Ciglar: Illusions, Resistance, Body Mix
38 Narave 2 / Natures 2, kustos/curator Miloš Bašin
40 Dodatni program / Supplementary program
40 Kazalo / Contents
iPIK
Andraž Beguš, Andrej Gulič, Jasmina Karik, Tina Krajnc, Bojana Križanec, Nuša Pavko, Urša Potokar, Mojca Resinovič
Šola uporabnih umetnosti Famul Stuart (www.galerijagt-famul.si) od leta 1994 programsko deluje na področju kiparstva,
keramike in restavratorstva, od leta 2000 tudi na področju fotografije in digitalnih medijev (video, animacija, interakcija)
in od leta 2003 na področju oblikovanja interiera (program ambient). Programi so triletni in se večinoma izvajajo kot zaključene celote. Del vsebin pa povezuje študente različnih oddelkov v različnih kontekstualnih projektih. Sem se uvršča tudi
delavnica umetniške naveze son:DA, kjer so sodelovali študentje različnih smeri in so za letošnji festival računalniških
umetnosti izdelali skupinski projekt "iPIK".
Clements Pitter: cortisches
concerto , 2004
Martin Eder: Obsessionen , 2004
Bianca Scharler: Transaktion , 2004
Florian Knisperl: Pingpong , 2004
Izbrana štiri video dela so nastala v razredu prof.Bernharda Leitnerja z Inštituta za medijsko umetnost Univerze za uporabne umetnosti Dunaj.
http://www.dieangewandte.at/
tv metka
V
MARIBOR, ZIDOVSKA 10